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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:28
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Culture: last I saw, it looked like we had more then half Vox's culture. Because we build Inchon and don't capture it, this means that for each foreign tile (I count 5), we'll need a defender to totally negate flipping chances. Distance to capital doesn't matter. We still got plenty of defenders, Inchon won't flip.
However, I was thinking on rushing a temple there, instead of a walls, if all goes well next turn (and we may even make it a 0-turn rush). The idea is that with any culture, we'll take possesion of the hill near Elipolis, which means we can put units there, fortify, and they can't hit us with cats (at least we'd heal). Further, we could hit Elipolis with cats ourselves from that position. Even if we would invade their core, instead of trying to breach their defenses at Elipolis, it would create a perfect diversion...
I thought some more on the walls situation, and I tend to agree that we should wait with Inchon to see if we're even in any danger. However, with enough offensive troops, we shouldn't worry, they should be destroyed before they can even attack our city (if we have a temple anyway). But, OTOH, rushing it in 1 turn doesn't cost us much, so if we want walls there, we might as well do it right away, instead of 'risking' it. The difference in cost is 76 gold for a 1-turn walls, 120 gold (rushing a worker, switching to walls, rushing the rest of the walls) for a 0-turn one. We can easily spend the 44 gold, that's not a big deal for better safety (but if we don't need to, we shouldn't do it, so leave it to the production phase of turn 110).
Galley chaining: thought about this one again too, and it might be best to do it, for one reason only: it leaves Vox without a clue as to how much forces we have in Inchon once it's built. With the current galleys, we can move 3 units/turn instantly (actually, 2 units and 4 units every other turn), while for them the galleys remain at the same position. We could even rename the galleys (which makes it easier to load the units in the right galley), and show them they remain at the same tiles...
RP: good. They're moving their capital, building loads of new cities (BTW, they almost certainly used boats for those last cities), and are taking loads of luxuries and territory. Other teams won't be too happy about that, maybe they'll cut us some slack. We're still masking our strengths fairly well (only 4th in territory, our second best city Hurricane hasn't showed up on any map yet), while they're out in the open.
Lego: Anarchy? Anyone want to take a bet they're 1 turn from completing the Collosus? They come out of Anarchy and boom... GA. Could become very interesting, very soon. They should have surpassed us in pop-points by now (which doesn't show in F11 because we have 2 size 12 cities, which are overemphasized. 4 size 6 cities are a lot worse in amount of pop, while they have more production and commerce)
DeepO
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:28
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We did indeed rush a temple in Monsoon. As I recall, we did it a turn, maybe two, after the Sandstorm temple.
It looks like I goofed in not preparing units to load on the new galley. I can think of three options:
1) Delay a turn and load a combination of some or all of MedInfs, pikes, and the new cat we're scheduled to build in Tempest.
2) Load a pair of WCs on it. That raises the question of whether to load regulars, elites, or one of each.
3) Rush a cat in Monsoon and load that and a WC. I don't much like that option, though, because we'd be throwing away four shields (assuming I remember the city's current production level correctly).
I can't see throwing away transport capacity on a worker at this stage. We don't have the pikes there to split our forces to protect a worker.
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