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notyoueither is offline notyoueither
Deity
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Aug 2001
time: 22:27
  Old Post 06-05-2003 11:41
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Production Plan: Short Term Support Apolyton

at least till Dominae can get back.

This is the way it looks on turn 65 (16 turns from now if we stick to Dom's plan for city 5 on the plains with coast (note City 5 is half way to a barracks).

Mingapulco has just completed a barracks. Wave hi to Hagbart the Swordsman. With this run I got lucky with barb camps (4 or so of them). Lots of upgrade potential. Notice that Mingapulco is set to create another Vet Sword in 2 turns.

A worker is 2 of Banantopia working on the first jungle. Another is beneath Alva finishing a mine to give City 6 a productive kick.

We're about to finish our second granery, so now we can settler every 8 turns and worker every 4 turns with 4 cities working on military production. That leaves the more productive tiles for the barracks cities for making sweet mercs. This is a nice little military powerhouse. It can be ours in 16 short turns.

Trip is offline Trip
Firaxis Games
Hunt Valley
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  Old Post 06-05-2003 12:07 Visit Trip's homepage!
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A few necessary "what-ifs."

  • What if Bananatopia switched from a Granary now to a Barracks... how would that affect things?

  • Is there any way to get the Barracks in Mingapulco and Incensity done sooner?

  • Where will the money for Swordsmen upgrades come from? Barb huts only provide you with so much, and we shouldn't rely upon them to finance something so important.

  • What if a CDG stack reached us on turn #20. With this scenario, what do we do?
Okay, I guess those all weren't what-ifs, but you get the idea.

BigFree is offline BigFree

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Oct 1999
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  Old Post 06-05-2003 12:26
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With City 6 where it is, wouldn't make sense to disband Banatopia in the future?

Else we should put City 6 on the hill 3 of it's current position.

vondrack is offline vondrack

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Jan 2002
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  Old Post 06-05-2003 12:47
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Yep, moving City6 onto the hill SE (3) from where the screenshot shows it sounds like a good idea - I talked about it with nye in the chatroom... his intention was to speed up the iron connection, using the city as a road tile. But if we road through one jungle and one hill, we should still be able to connect the iron in time (14 turns from now - 1t to move W4 to jungle, 5t to road it, 1t to move to the northernmost hill, 3t to road it, 1t to move to iron, 3t to road it) and get a defense bonus by building upon a hill. The difference is that a mine being built on the iron hill will be finished a little bit later (2t later, I think).

This also shows that it makes almost no difference if we build the horse city before the iron city (as far as connecting iron is concerned - production-wise, it is better to build City5 first, that's for sure)... as the iron will not get connected much sooner anyway... the difference is 3t max - if we build City6 first and where nye put it - if not (if placing it on the hill SW), then there would be no difference at all.

notyoueither is offline notyoueither
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Aug 2001
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  Old Post 06-05-2003 12:48
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Yes, City 6 goes quite well on the hill. That is where it will most likely end up after talking with vonD. He makes a good case for it.

Trip, I take it that no stack can just show up. That is what the screen is about, yes? By this turn 16 we are racking up commerce pretty good. We could go to 0 research and upgrade warriors. I take it the screen would be falling back towards us, yes? That would be another couple swords on top of the 3 I can see as of turn 18 or so.

As of 18, Ming is doing a merc in 6 (5 after she grows the next step; we can get it to 4 in a bit). City 4 is about to start on Mercs. Poly and Bananatopia could spit out warriors when/if needed. (Cut road to iron, initiate warriors, road rebuilt, upgrades to swords).

But, if Banatopia switched to a barracks... we lose the ability to grow quickly. The decision does not have to be final for some time, and we can get a good idea of CDGs path before the decision is unavoidable. However, if we switch that granery, we are going to be in a huge whole vis-a-vis the other 6 civs. I would really like to avoid it.

Trip is offline Trip
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Apr 2002
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  Old Post 06-05-2003 13:02 Visit Trip's homepage!
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quote:
Originally posted by notyoueither
Yes, City 6 goes quite well on the hill. That is where it will most likely end up after talking with vonD. He makes a good case for it.

And obviously, city 5 belongs near the horses for the exact same reasons that Vondrack pointed out.

quote:
Trip, I take it that no stack can just show up. That is what the screen is about, yes? By this turn 16 we are racking up commerce pretty good. We could go to 0 research and upgrade warriors. I take it the screen would be falling back towards us, yes? That would be another couple swords on top of the 3 I can see as of turn 18 or so.

If they plant a city further up near us with a road to accompany it, then they can easily cut ~4 turns off of the warning we'd recieve of an incoming attack. The difference ends up being quite large depending on where they put their next city. But we'll have to see.

Any estimates on our commerce? I don't see us going down to 0% research, but if things got desperate enough, I could see it happening.

quote:
As of 18, Ming is doing a merc in 6 (5 after she grows the next step; we can get it to 4 in a bit). City 4 is about to start on Mercs. Poly and Bananatopia could spit out warriors when/if needed. (Cut road to iron, initiate warriors, road rebuilt, upgrades to swords).

Do you foresee us going to 100% tax during the war then? If so, that changes things.

quote:
But, if Banatopia switched to a barracks... we lose the ability to grow quickly. The decision does not have to be final for some time, and we can get a good idea of CDGs path before the decision is unavoidable. However, if we switch that granery, we are going to be in a huge whole vis-a-vis the other 6 civs. I would really like to avoid it.

That Granary will take ~20 turns to build. That's a lot of extra units. Soon after that 16 turns, (amazingly) we will almost be out of land to improve. The 5 Workers we'll have at that point will probably have no trouble starting on that jungle, especially if Apolyton continues to spit them out at a pretty good rate. Of course, like you said, it's to be avoided if possible, but if they do show up on our doorstep come turn 20, then things could end badly...

BigFree is offline BigFree

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Oct 1999
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  Old Post 06-05-2003 13:11
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quote:
Originally posted by vondrack
Yep, moving City6 onto the hill SE (3) from where the
This also shows that it makes almost no difference if we build the horse city before the iron city (as far as connecting iron is concerned - production-wise, it is better to build City5 first, that's for sure)... as the iron will not get connected much sooner anyway... the difference is 3t max - if we build City6 first and where nye put it - if not (if placing it on the hill SW), then there would be no difference at all.


Does this take into consideration pulling all worker's to get the Iron hooked up faster?


If I read Trip's presumption on when (and IF) CDG attacks, then they might be here around turn 27 with 8-9 Immortals or turn 18 with 5-6. Will we be ready to deal with those number's on those turns?

notyoueither is offline notyoueither
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  Old Post 06-05-2003 13:11
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The 5 workers we have now need to start on the hills so that City 4 can work 2 grass and 2 mined hills, and Mingapulco can work 4 grass and 2 mined hills. Then we can supercharge our merc/sword production by adding the workers into Ming and City 4. That gets us to a 5 turn merc in city 4, and as little as a 3 turn merc in Mingapulco.

notyoueither is offline notyoueither
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  Old Post 06-05-2003 13:15
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quote:
Originally posted by Trip
Any estimates on our commerce? I don't see us going down to 0% research, but if things got desperate enough, I could see it happening.

Do you foresee us going to 100% tax during the war then? If so, that changes things.


17 commerce after upkeep there in 16 turns.

quote:
That Granary will take ~20 turns to build. That's a lot of extra units. Soon after that 16 turns, (amazingly) we will almost be out of land to improve. The 5 Workers we'll have at that point will probably have no trouble starting on that jungle, especially if Apolyton continues to spit them out at a pretty good rate. Of course, like you said, it's to be avoided if possible, but if they do show up on our doorstep come turn 20, then things could end badly...


As you can see, the granery is finished on turn 16. Actually, it can be finished sooner, and Mingapulco can be closer to 4 pop, because I goosed the food to Mingapulco a little too much and it was going to grow 2 turns before the granery finished. hense it is at 0 gain/loss waiting for the granery to finish. That would give a couple extra turns on a 2 shield tile over a 1 shield, and the granery should have finished last turn if I did not slow the pop growth down.

vondrack is offline vondrack

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Praha, Czech Republic
Jan 2002
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  Old Post 06-05-2003 13:38
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quote:
Originally posted by BigFree
Does this take into consideration pulling all worker's to get the Iron hooked up faster?

Well, the thing is that we do not gain much by connecting it earlier - we would have (almost) no money to upgrade our warriors and barracks will also take some time to be built... connecting the iron (much) earlier is just overkill - we need iron almost entirely only for warrior-to-swordsman upgrades... until we have money and barracks to upgrade, we do not need it.

Plus, if we divert all or most of our workers there, our "productive" cities will be less productive, having to work unimproved tiles... we are not going to build any swordsmen for the foreseeable future, I take it, as we have warriors enough to upgrade. So it is mostly mercs and mobile units we are going to build - for them, we need no resources or horses, not iron, plus a good shield output.

Besides, if we consider the possibility of CDG showing up early (18t from now) with 5-6 immos, we would be ready. Iron would be connected in 14t max (if going for horse city first and placing iron city on the hill). That would be time enough to upgrade whatever we might need (provided we have the cash - and we would have it, since we would be warned by our screen, shutting our research down).

And another thing to keep in mind - we would prefer having a well roaded battlefield, so that our units gain a broader "range of fire" - that is another reason to not pull all our workers towards the iron. (even though I do admit we will probably not be able to road the frontline of our empire anyway...)

BigFurryMonster is offline BigFurryMonster
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Feb 2002
time: 06:27
  Old Post 07-05-2003 01:38 Visit BigFurryMonster's homepage!
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Please connect that iron quickly. We'll need every single unit to be ready for a war when that stack of Immortals really comes. A swordsman is much, much better to fight with than a warrior. Plus, it'll be our only offensive unit type.

E_T is offline E_T
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Orlando, Florida
Mar 2001
time: 00:27
  Old Post 08-05-2003 07:39
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At this moment, I'm only able to glance at this, but it looks good to me.

E_T

jagjef is offline jagjef
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Stockholm
Feb 2003
time: 06:27
  Old Post 08-05-2003 10:47
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There will be problem, our Iron source is occupied by a CDG-warrior. I don't think that he will leave any day now...

notyoueither is offline notyoueither
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Aug 2001
time: 22:27
  Old Post 08-05-2003 10:52
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He'll leave quick unless CDG wants to pick a fight with a civ they cannot win against.

He is hunting barbs. Same thing we have been planning on doing in that region.

vondrack is offline vondrack

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Jan 2002
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  Old Post 08-05-2003 10:58
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I just hope you are right, nye... I am having "feelings" about him showing there... if he fortifies on that iron this turn, we may wish to incorporate one or two vet archers into our build queues...

notyoueither is offline notyoueither
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Aug 2001
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  Old Post 08-05-2003 11:12
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We can have a barracks in 10 (or less) in Bananatopia.

We can change gears and produce 3 mercs in 9 (2 from Poly, 1 from Mingapulco).

We can gang the workers and have a colony on the iron in 8 or 9.

We can have 2 vet swords and 2 reg swords the turn the iron is hooked up.

I don't like CDG's chances.

notyoueither is offline notyoueither
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Aug 2001
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  Old Post 08-05-2003 11:18
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In the same time, they could have upgraded their 3rd or 4th immortal.

Who's gonna win?

BigFree is offline BigFree

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Oct 1999
time: 21:27
  Old Post 08-05-2003 11:30
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Us of course!

But do we want to broach the subject with them if they infact do fortify, or do we quietly accept their position?

I think we need to deal with him sooner than later if he fortifies on the Iron, he could have a buddy on the way. We don't need the job of clearing that Iron anymore difficult than need be. Let's push an Archer into Apolyton's que right now to take care of this if he does fortify.

If they stay there, we can consider it a hostile act, no?

notyoueither is offline notyoueither
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  Old Post 08-05-2003 11:49
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Why an archer? We can have a merc in 3.

Mao is closer than that.

vondrack is offline vondrack

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Jan 2002
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  Old Post 08-05-2003 11:50
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Merc would start our GA, an archer would not. Attack strengths the same, archer cheaper to build.

notyoueither is offline notyoueither
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  Old Post 08-05-2003 11:55
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Ditching a settler for a merc. OK. For an archer? I need some convincing.

If the war starts now, do we not want the GA sonner rather than later?

BigFree is offline BigFree

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  Old Post 08-05-2003 12:08
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It may not turn to a full scale war right now; it could just be a 'skirmish' over unclaimed Iron....

Let's hold off our GA until we know the war is going to be an all out one. Our scouts can keep us informed. We can send a NM down close to them to set off our GA if need be later.

jagjef is offline jagjef
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Feb 2003
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  Old Post 08-05-2003 15:48
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Send an archer, hell, send 2 archers. If we are going to remove the fortified warrior on a hill, do whatever it takes to do it.

We must show them that we will not accept this kind of behavior. Hopefully they will back down.

WhiteBandit is offline WhiteBandit
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Jul 2002
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  Old Post 08-05-2003 19:01 Visit WhiteBandit's homepage!
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I'd rather just work towards the iron in the meantime and not worry about them. We aren't even ready to claim the iron yet, so their presence there isn't too much trouble yet. If they are still there when we plan to build the iron, then we either inform them of our plans to settle, or just go ahead and settle right next to them :P

I don't think we should still concentrate on our buildup and not worry about anything until we see a stack moving past our screen. Despite whatever CDG is doing at the moment, if we attack them over an "unclaimed" stack of Iron, Apolyton will forever be looked at as an aggressive civilization.

vondrack is offline vondrack

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  Old Post 08-05-2003 22:59
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quote:
Originally posted by notyoueither
Ditching a settler for a merc. OK. For an archer? I need some convincing.

If the war starts now, do we not want the GA sonner rather than later?

Well, I do not want to sound like I would be eager to build us some archer(s)... but let's make a brief summary of all possible scenarios now:

1) nye is right and Morris is there just by coincidence (= moves this turn)

If this is the case, we simply proceed as planned before. I would just suggest fortifying Hagbart atop of that iron, just for sure... we would basically rule out the possibility that CDG change their minds later on and return to it to make our life more difficult (Morris, a regular warrior, would have only 6.5% chance to defeat fortified Hagbart - as opposed to 25.7% odds against Alva; plus, Hagbart would have a 6.25% chance to generate a GL, if defending successfully).

2) nye is wrong and we open the next save to find Morris fortified on that iron hill

This quite obviously means hostility and war. We would then have two choices:

2a) waive the SE iron and use the Northern deposit.

To connect our Northern iron, we would have to build a colony on it (a city founded next to it would actually take more time and be more costly, as we would have to spend a 30-shield settler and road the mountain, while saving only one hill-road):

2a-1Worker) with 1 worker, we would need 17 "extra" (not planned otherwise) worker-turns and 1 worker (10 shields, 1 pop unit) - 3 times "1t to move, 2t to road", two times "1t to move, 3t to road" and once "1t to move, 1t to found the colony". Total cost: 17 worker-turns, 1 pop unit, 10 shields. Total completion time: 18t from now (1t to finish the road N of Mingapulco first).

2a-2Workers) with 2 workers, we would need 22 "extra" (not planned otherwise) worker-turns and 1 worker (10 shields, 1 pop unit) - twice 3 times "1t to move, 1t to road", two times "1t to move, 3t to road" - and once "1t to move, 1t to found the colony". Total cost: 22 worker-turns, 1 pop unit, 10 shields. Total completion time: 13t from now (1t to finish the road N of Mingapulco first). We would have to assign 1 extra worker to the task (compared to 1. or 2b.)

2b) claim the SE iron forcefully.

Odds of winning (attacking a fortified regular warrior on a hill; if more than 1 unit attack - both attack on the same turn):

code:
regular 10-shield Warrior ........... 25.7% veteran 10-shield Warrior ........... 38.1% elite 10-shield Warrior ........... 49.9% regular 20-shield Archer ............ 56.2% veteran 20-shield Archer ............ 71.6% regular 30-shield Merc .............. 56.2%; triggers GA veteran 30-shield Merc .............. 71.6%; triggers GA two regular "40-shield" Archers ........... 89.4% regular+vet "40-shield" Archers ........... 93.9% two veteran "40-shield" Archers ........... 96.5% regular 20-shield Archer + elite 10-shield Warrior ..... 88.3% veteran 20-shield Archer + elite 10-shield Warrior ..... 93.3%
Obviously, archers have the same odds of winning as Mercs, while costing 2/3 of what Mercs cost + do not trigger our GA (which may be good or bad - depends on what we want).

Of all these possibilities, I believe that probably the best one - considering timing and costs - is the one with 1 regular archer and 1 elite warrior. We already have 1 elite warrior (Hagbart), so we'd need just one regular archer. If we change the build in Mingapulco to an archer, he'd be finished in 4 turns (5+3+3*4 shields), then 3 turns to move him SE-SE (3-3) of Bananapolis, 1 turn to attack - 8 turns altogether. Worker would not be done with roading the hill SE-SE (3-3) of Bananapolis yet, so no delay in connecting the iron would be introduced. Chances to win (attacking with Hagbart, if the archer loses): 85.5%. If Morris survives even the combined attack, we may bring in Alva or a Merc (that would have to be some real bad luck, though).

We may lose a 20-shield archer easily (just as easily as we might lose a 30-shield regular Merc, though! veteran Mercs will most probably not be available soon enough to introduce no delay into connecting the SE iron - we would have to get lucky with a barb-related promotion), but if that happened, we'd quite likely win with our elite warrior then.

So, I am not really pushing the idea that much... just showing that building one, even regular archer is not such a nonsense as it might look... using regular Mercs for the assault is quite risky - they are not very suited for attacking a hill-fortified warrior. Veteran Mercs would not be ready soon enough. Plus, a Merc victory triggers our GA - dunno if that's good or bad... I believe we'd be able to outproduce CDG even if they had GA and we'd not... saving our GA for (probably just slightly) later times. I admit that if we decided to use our GA for the war, it would change things a bit - though I would still start the assault on Morris with a regular archer, to make the win of the following Merc as likely as possible.

Last edited by vondrack on 10-05-2003 at 15:36

BigFree is offline BigFree

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  Old Post 09-05-2003 03:46
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I agree with Vondrack. If we have to attack, I say we attack first with Hagbert to give us a chance at that GL! Like nye said before; wouldn't the other teams just die to learn Apolyton built the Pyramids?

vondrack is offline vondrack

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  Old Post 10-05-2003 15:37
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Note: I had some odds for combined attacks off. Fixed now (no major changes though).

MrWhereItsAt is offline MrWhereItsAt
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  Old Post 11-05-2003 18:10
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Remember you can get lucky - like the Warrior in the SPDG who killed a fortified Spear in a city when a Reg Archer died without inflicting any damage, costing our enemy their city!

Trip is offline Trip
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quote:
Originally posted by MrWhereItsAt
Remember you can get lucky - like the Warrior in the SPDG who killed a fortified Spear in a city when a Reg Archer died without inflicting any damage, costing our enemy their city!

We don't want to have to rely upon luck for this war.

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