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Velociryx
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of Candle'Bre
Apr 1999 time: 05:27
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Arrian - I like the plan, but have reservations as to the timing, pending the action around Arashi.
If they attack (and I believe they will), then the ~600 timeframe works for me, cos they won't have much of an army left.
If they do as Theseus has predicted, and march around Arashi heading further south, then we'll need to continue to focus on land-based units (pikes and medievals) to throw a stop-gap force just in front of our second city down the spine, in which case, I do not believe the ~600 date to be a viable timeframe.
But I have to say, I love the plan itself! If we do it though, we put our city in much the same position as Dissidentville is....too remote to be quickly reinforced. To that end, we should also plan for having WC's en route to that area overland? This would enable us to reinforce the area much more quickly than they might otherwise be expecting, if they operate under the assumption that we're relying on ferrying via galleys to bring reinforcements up.
It would be ideal if we could time this attack with a probe toward Dville with slow movers, as a successful attack there would put still more of our forces far enough north to be in a position to provide support for the new town.
One additional thought....for flexibility, how would you feel about adding a third galley, and including an additional pike +1 worker? If they lose their main attack force, we'd be almost guaranteed to hold the town with 4 Pikes sitting in it, cos I can't envision a situation where they could scrape enough force together to push that kind of defense out.
-=Vel=-
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:27
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Sure, taking their iron will be far from a permanent fix, however, they will need to build a harbor before receiving iron in a trade... and I haven't seen any harbor yet. No matter what approach we take to cutting their iron (this city plan sounds lovely), it has to be swift, and followed by an attack force, so that they are forced to build troops, instead of harbors.
I would love to milk them, in order to get some GLs (at least 2), but I doubt they will let us. We need to take their iron before we can set up serious GL farming, but they will realize it, and most likely make one final attempt at regaining territory before they disband all cities they can disband, or before they give their cities to some other team.
BTW, when the first Vox city is about to be taken, we should post on the public forum that if other teams decide to accept gifted cities from Vox, they face an automatical delcaration of war. I'm sure noone would do it, but just in case...
DeepO
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Aeson
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orangesoda
Nov 2001 time: 22:27
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If we build the city, we have to defend the city, which pigeonholes what we can do. If we cut the Iron, we could then withdraw to a Mountain, Pike defending and Med Inf taking shots at any passing units, load back on a galley, ect... depending on what we face.
If we lose the landing city, Vox has their Iron right back, and it doesn't cut off Iron to Dissidentville in any case (where all the Warriors will be upgraded).
I think our first landing should be on the road 4 or 47 of the Iron Colony, with 2-3 troops (anything that is available from Hurricane after those Immortals are dealt with). This gives us the best defensive terrain that can be expected, and pillaging the road(s) there probably means Vox's only chance to get Iron anywhere from then on out is to build a Harbor.
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:27
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More thoughts on it:
I like the plan for several reasons, but chief among them are:
1) It's unexpected and ballsy. It's just the sort of in-your-face maneuver they won't be expecting, and it will catch them off-guard.
2) I don't see it as boxing us in, or limiting our options, really. Aside from Dissidentville and a singular Iron Colony, everything they have lies north of the choke point, which in turn, lies north of the proposed city site, and if we mean to end them, the proposed city is certainly on the way, and an ideal staging area. We plant it there, and we can choke off any further movement through the whole rest of the continent, save for by sea, and we have a decisive advantage in that arena. As I see it, the presence of the city there moves our operational zone of control from the middle of the continent (Ashari/Monsoon region), far to the north, giving us full control of some 75% of our shared landmass.
3) Timed with a general thrust toward Dissidentville and a push northward through the flatlands by our WC's, we'll have forces reasonably close and capable of supporting the town, furthering our stranglehold on them.
4) With Vox effectively blocked in on land, and out-maneuvered at sea, we can destroy them at our leisure.
Least that's my take on it. 
-=Vel=-
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zeit
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Meet my blade!
Sep 2002 time: 06:27
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I think some sort of a quick limited offensive operation is in order, not only for the "in-game" damage we would inflict Vox: Cutting the Iron and perhaps blocking further reinforcements (if we build a city).
Look at the next few turns, in terms of the Voxian morale and their propaganda effort: they'll just rub our noses in it: our retreat, them moving around freely in our borders, getting close to EotS- they'll be alot more determined, probably recieve some more funding from whoever backs them, and will send more of their boys (if they have anyone up north waiting) down south.
We can handle this, sure, but think of the benefits of us cutting off their Iron- and even popping a city right in the middle of their supply route. First off all- this will throw them off balance, they'll have to re-evaluate the situation, things like: "we have to take their city quick" and maybe "we'll have to divert forces from the southern front".In short, we'll increase the amount of uncertainty amongst them, their sponsers are more likely to raise some eyebrows, and we might gain some respect on the way.
On that account- although Togas' poisoneous words bite us hard, i hardly think anyone hates us that much. Vox is in no way the most favored team- a successful daring operation against the strongest army in the world will get us plenty of credit, as long as we don't boast too much and/or mock Vox about it.
One more thing- If we build a city, Vox doesn't know how many defenders we have, they could think we have actually opened a second front, and make some preparation to take the city with force. This will gain us some more time to prepare the real invasion and pound them, while they are considering their option, given the unexpected move.
In short: Do the unexpected- landing some pikes is good, but landing with a settler is even better!
Do your best- you've been great so far!
I love being part of this team, Go GS! 
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:27
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quote: Originally posted by Arrian
The borders will touch, yes, but with a largish garrison & purely GS citizens, it's not that big a deal. Plus, consider that our culture will start catching up now, since we have the Lighthouse. |
Well, the lighhouse is simply worth a temple in culture, they have build 2 temples before, we only have 1 plus the lighthouse. Our culture will not catch up before we build more cultural buildings, on the contrary, it will deteriorate because their temples are older.
Borders will not only touch, their borders will be next to our city. I count 5 foreign tiles for them, if they don't build any cultural building. so, with 3 pikes in it, it would mean somewhere near 2% chance of flipping, or roughly 25 turns on average before it falls. We can offset it by dragging along more defenders, but if their culture is still rising, we would need over 6 of them to be certain to keep it now, and this number will only increase.
If I get a screenshot of the culture rating, I should be able to calculate the exact number of troops needed. 2% is quite high as a chance, if it gets worse, it would be a serious gamble. No matter what, if we decide we are going to take the chance, we should write of the pikes as lost, only hoping that they will fare well (also, position a few med infs near the city, out of reach to their normal forces could help a lot in retaking the city if needs to)
DeepO
[edit:] wow... major screwup. That city doesn't have 2%, but .5% flipping chance, sorry about that. On average, it will last 100 turns before flipping, nothing to worry about.
Last edited by DeepO on 19-04-2003 at 02:27
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