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Arrian is offline Arrian
Emperor
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Jul 2001
time: 00:29
  Old Post 10-03-2004 03:43
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Sending our warriors north will accomplish nothing. They are simply too far away.

By the time they arrive, the barbs will have finished either dying to Pythonian units or sacking Pythonian cities.

If we had a spare horseman or two, that might be different, since we can move them 6 tiles per turn on roads.

-Arrian

Arrian is offline Arrian
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  Old Post 10-03-2004 18:46
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New messages:

quote:


Arrian,

In regard to our barbie problems, I've called out the defenses for most of our interior cities. They only really served as military police, and that'll be useless come republic. 2 regular warriors are in Holy Grail, and I think they've a good chance of surviving the first round.

In the mean time, we've sent, accepted, 502g, leaving ourselves with enough to pay maintinence +50g cushion.

In regard to research, I'll first see what we can afford in Republic. It would really depend on how fast we could do our own research, and what kind of cash we can rake in.

Also, this may not be as important, but an inkling tells me that MAST and SS aren't all that important currently, especially since Tabejin is more than happy to throw contacts at us.

~Octavian X


...

quote:
Octavian,

Roger that, 502g. Good luck with the barbs.

Understood on the tech situation. Though we may want to investigate trades with LL and/or Tabemono too, before you make a decision on research.

I think we may find those other teams are going to make contact with us on their own, and that's the reason Tabemono is so eager to trade.

Speaking of Tabemono... I realized there was no way we could have gotten far enough in front of their galley to prevent contact with Monkey should Monkey have a galley sailing north. Hence, our galley went west, towards the crossing to LL. We have coastwatchers down in the southwest (as do you, IIRC - you have a regular warrior down there), and we are moving them southward, so we should have some warning of imminent contact. However, I don't think we can wipe Monkey out before Tabemono's galley finds them. We shall see.

-Arrian

Arrian is offline Arrian
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Jul 2001
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  Old Post 11-03-2004 18:42
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Response from Octavian:

quote:
Arrian,

Next turn, I'll try to remember to check to see what LL and Tamebono have to offer us in regard to Middle Ages tech. It appears to me that Tabejin was taking our strategy to heart by buying techs from Sunshine, as indicated by their NDA with it. LL, though, appears to be in a selling mode, so I'm guessing they're trying to do as much research as possible on their own. LL, then, is probably our best bet.

I'll move our watcher warrior closer to the coast. I'm also thinking Python should build a galley somewhere on our coast, since that's where the other continent seems to have found a safe crossing. It's worth a try, I think. Maybe when a build queue spot opens up - Witch Village is working on a Courthouse, maybe after that.

This is the reply I sent to Monkey's message:

quote:
conmcb,

Sorry, but I really am uncomfortable with the idea of such postings until we've made contact with the rest of the world, at least in this game. To me, it goes against the spirit of the idea that we should refrain from diplomatic communication with unmet teams. Any materials both our sides release will more than likely be targetted at convincing the others to support one side or the other - whether meant for in a humorous fashion or not. This would differ from previous Monty Python public annoucements, which were spam, and had nothing to do with any of our actual affairs.

After everyone has made contact with everyone else, let the free for all begin. Admittedly, I'm wondering what Beta thinks about that whole situation.

~Octavian X

Supreme Revolutionary Leader Attempting to Overthrow Himself as Supreme Despot


I had sent Octavian a copy of what I sent the Monkeys, so that we were coordinated.

-Arrian

Arrian is offline Arrian
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time: 00:29
  Old Post 17-03-2004 22:15
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To Octavian:

quote:
Octavian,

Tabemono's galley continues southward, and we estimate approximately 7 turns until contact is made with Monkey (and that assumes there is no monkey galley sailing north).

It's physically impossible to destroy Monkey in 7 turns. Even double that would be a good showing, I think. Therefore, we think we should go ahead with contact trading. If I can negotiate a non-inteference condition so that the others don't save Monkey, I will.

Let me know when you want you 502 gold back, ok?

-Arrian

Arrian is offline Arrian
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  Old Post 18-03-2004 19:48
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From Octavian:

quote:
Arrian,

Just to throw this out there - what do you think about attacking Tamebono's galley? It's a bad idea, I know, but it's still a valid option if we're that desperate. Otherwise, I like the idea of trading contacts with something like a NAP attached.

Keep the 502g for now, just in case. We didn't lose any units last turn to barbs, and do have a positive cash flow. I'll ask you to send it back when we have those barbs safely under control.

~Octavian X


Um, no.

-Arrian

Arrian is offline Arrian
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  Old Post 18-03-2004 19:49
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My response:

quote:
Octavian,

We cannot attack their galley. Ours sailed west, and is not in transit southward along LL's coastline. Plus, it's just not a good idea, IMO.

The deal currently under discussion with Tabemono is this:

1) We trade contacts (they give us contact with SS & MAST, we give contact with Monkey), but there is a no-trade clause. They can't pass on contact with Monkey, and we can't pass on SS & MAST.

2) We trade world maps, but CAN trade those on. We will pass on the WM to you.

3) Tabemono & CoD each agree to a "non-intereference" pact of 50 turn duration. This specifically includes "saving" another civ via city gifting.

I told them about the war. But, considering the terms of the deal, we are in good shape. Tabemono's galley is the only one even close to Monkey. They won't trade the contacts on, and even with the maps, the other teams will have to sail their ships down to Monkey before we kill them. We ought to be able to see that coming, and negotiate with the others for non-interference.

All that remains is for Tabemono & CoD to ratify the agreement. I hope their team goes for it, because I think it's a favorable deal for us.

We've also been discussing tech dealing. Apparently, Tabemono is "researching" feudalism at 40-turn pace, and doing what Unorthodox refers to as an "emergency buildup" because another team has been building cities right up on their border, and has been known to be doing "research" for quite some time. I suspect this might be Latin Lover, since UnO seemed quite worried.

I told UnO that CoD wanted Python included in any tech arrangements we made, and that we were currently researching Engineering, while you were finishing up your switch to republic. I asked for their discovery date on Feudalism. Let's see how long it will take them, and then work out what we want to do. We have no particular use for feudalism yet, since we have no iron, but it is needed for Invention (mmm, Leos) and the gunpowder route. We could split the cost of Engineering between us (you give us gold equivalent to 1/2 our research cost) and just hold that out of trading, and then research Monotheism for trade. I dunno. Let's see what they say.

-Arrian

Arrian is offline Arrian
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  Old Post 18-03-2004 19:49
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Doh, I hate typos. NOW in transit, not NOT in transit.

-Arrian

Arrian is offline Arrian
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  Old Post 18-03-2004 21:32
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Sent to Octavian:

quote:
Octavian,

Discussions with Tabemono are proceeding well. They've agreed to the non-intervention pact and the conditions on the contact trades.

Tech trade discussions are also proceeding. We're currently discussing an engineering for feudalism trade, with the understanding that each side can pass on the tech they get to 1 other team each. So we would give you feudalism, and Tabemono said they will send engineering to MAST. There is a 4 point difference in tech cost (engineering is bigger, IIRC) that will be deferred to future deals. They will have feudalism by the time we have engineering (before then, actually).

Apparently, SS is researching Monotheism, after having received Engineering as their free tech (so at least when CoD gets contact with them, our research costs will drop a little bit).

My suggestion for engineering/feudalism is this, then: Python pays CoD for half of the research cost of engineering. You then get engineering and feudalism.

I think that engineering is 864 beakers on this level/map size. So we're talking about 432 gold, or something close to that figure - I'll have to use the tech devaluation formula to figure out what contact with SS will do. It will probably still be around 400 gold.

What do you think about that?

-Arrian

Last edited by Arrian on 19-03-2004 at 19:17

Arrian is offline Arrian
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  Old Post 22-03-2004 18:54
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quote:


Arrian,

I'm filling in for Octavian for a few days as Python diplomat to CoD, so please direct Python communiques my way for the time being (what a diplomatic affront ).

I can't see anything off in the tech arrangement. You're right that Engineering's 4 points larger than Feudalism, btw. I like the half cost of engineering proposal, and, barring any objections from the others on the team, we'll go for that. Until we get caught up to you guys on contacts, it makes better sense for us to help fund your research on techs SS and/or MAST have, obviously.

Solomwi



...

quote:
Solomwi,

Just so you know, Monkey is most likely now in their Golden Age. When I opened CoD's save last turn (410bc?), our pillaging force down by Orangutan had been wiped out (1 horse, 3 spear). We pillaged all of 1 tile.

I know that we had at least 3 numidians tied up dealing with that, though, so Fort Siamang is less well defended than it otherwise might have been. Good luck taking it down!

-Arrian

Arrian is offline Arrian
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  Old Post 23-03-2004 17:20
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Interesting. Very interesting:

quote:
Arrian,

The Pythonian people mourn the loss of your brave pillagers, and will dance with many trout in their honor. It does play into our hands tactically, if they try to use those numidians to fortify Fort Siamang. We're moving our stack to FS-2 before beginning bombardment, to cut off their escape route. If they don't sacrifice FS, we should catch whatever units they send on flat ground before they reach the town, judging from the location of the pillaged tile.

The guess is that they'll shuttle as many units as possible out of FS to defend the rest of their empire.

The Monkey Golden Age will certainly make the war bloodier, but I don't see it being enough to save them.

On far les pressing matters, I presume you noticed that Latin Lover is in anarchy. I'm not sure we or you can do a whole lot with that information, just thought it worth mentioning in case it happened since CoD's last turn.

Solomwi

Arrian is offline Arrian
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  Old Post 23-03-2004 17:27
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My response:

quote:
Solomwi,

Well, that's the first I've heard of the FS2 plan. Thanks for mentioning it. It makes my job easier.

We will muster our horsemen on the hills north of FS, and await your request to attack. Because of turn order, we can attack with our horsemen and then Python can finish off the defenders before Monkey gets to move. You will probably want to bombard for a bit, at least until you can get their walls down. Let us know when you want our horsemen to charge.

-Arrian

Arrian is offline Arrian
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  Old Post 29-03-2004 23:17
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From Octavian. I haven't sent a response yet. I'm pretty busy IRL (fact is, I just cannot keep spending the amount of time on the forums from work as I was... bad for job security, if you know what I mean).

quote:
Arrian,

I've returned from my little break. There are two issues I wish to address soon:

First of all, our upcoming invasion. I've already played the turn, but ran out of time to send it (right now, I'm using a public computer - I'll send it off soon). Long story short, our stack of doom is at Fort Siamang2, as we had planned.

How should we coordinate the attack? This is the plan I was thinking about only having our own cats and horses attack on Turn 111, saving our swords. We'd then let, if all goes well, CoD to take the city, since you guys are in a better position to hold it for the time being.



Second, we need to talk research. I've already been contacted by Unorthodox, and he's expressed Tabejin's willingness to cooperate as a tech partner. The only question that remains is how the work will be divided. IIRC, we're working on Monotheism with a scientist. Should be done in 37 turns. What may work out best is Monty Python's funding of the research efforts of both CoD and Tabemono.

To better plan this out, though, I'd like to try to hold something like an international summit, a chat, between ourselves, CoD, and Tabemono. That, of course, would be pending further discussion.

~Octavian X

Arrian is offline Arrian
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  Old Post 29-03-2004 23:54
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My response to Octavian:

quote:
Octavian,

Cort Haus has played T110 - 370bc for us, and if I'm following the turn notes correctly, almost every horseman we have is in position to strike FS next turn (T111, 350bc) if that's what you want us to do.

I would suggest that you see how the bombardment goes before deciding which forces you do and do not commit to battle. For instance, if you get any Numidians down to 2hp, I'd hit that with a sword, not a horse, since if the horse manages to take off 1hp, but no more, it will not be able to retreat and will die. That's a fairly likely outcome, actually, given the defense strength of fortified numidians versus the attack power of horsemen. The best case scenario, I think, is for horsemen to knock of a hp or two and run away, and then your swords can finish.

If you want CoD to take the town, that's fine, but since all we have is horsemen (I understand that our 1 sword was moved east to take out that barb camp), please make sure there isn't much defense left. Also understand that Monkey moves in between us, so their units will have a chance to heal before CoD can strike.

FYI: Cort Haus noted when he played our turn that there are six veteran numidians + a settler at Orangutan 8. Once we take out FS, I think they will build a new fort town and we will have to do this all over again.

Regarding technology: I think the best thing would be for one team to provide funds for the other two to research faster. If all sides are willing, I think we should disclose our research power (beaker output at the highest it can go) and cash power (max tax output). Then we pick the two best researchers, and have the 3rd team contribute gold. I suspect that Python may be the gold contributor, but I'm not sure of that.

I'm rarely around for chats, but if you would like to try and set one up, I think we can try and make it. I can get online from home for a chat during weekdays from about 7pm to 10pm eastern time, though once a week I have sports after work (this week, it's wednesday). Weekends are big fat question marks... sometimes I can be around all day, and others, like this coming weekend, I'm not anywhere near my computer. Cort Haus is on GMT, as is Krill. Mountain Sage is at GMT +1, I think.

Can discuss possible chat times with UnO and let Cort and I know via PM what looks good for you? Then we can figure out our availability.

-Arrian

Arrian is offline Arrian
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  Old Post 02-04-2004 17:47
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Important stuff from Octavian:

quote:


Arrian,

http://apolyton.net/upload/view.php...amated350bc.JPG

That's my report from the battlefield. Overall, our cats took out one hp off the elite merc that was there, as well as the city walls!
We didn't attack with any of our units, but Monkey did take out one hp from some of our swords.

Truth be told, I'm not very concerned about the possibility of a new fortress city. 6 mercs shouldn't be that bad.

I'd also be happy to share all data necessary involving our tech capabilities. Right now, we're making 45 gpt at 9.0.1, with one scientist. Monotheism would be in 36.

7-10 PM Eastern works for me on most weekdays, I believe, for a chat time. Though I'm in the central time zone, I can stay up later, especially on weekends, to accomindate members in GMT timezones. I'll also contact UnO.

Lastly, I'd like to 'withdraw' our safety desposit of 502g (wasn't it?). The danger of the barbs is gone, and there are some Courthouses I'd like to rush.

~Octavian X


...

quote:
Octavian,

Hey, thanks for the report! Not bad. Do you want us to attack with our horsemen, then? I think we probably should, and then you clean up whatever is left (unless we get very lucky, I don't think we will take the town).

I will ask that your 502 gold be sent back.

-Arrian

Cort Haus is offline Cort Haus
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Apr 2002
time: 05:29
  Old Post 02-04-2004 18:05
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It's good to see those walls gone. Our horses should be able to peel a few HP off the defenders now, hopefully preserving Python's swords.

Cort Haus is offline Cort Haus
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Apr 2002
time: 05:29
  Old Post 07-04-2004 13:21
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quote:


Hi Octavian,

Here are the results of our attack :

No Elite NM is seen, - 1st is a Vet.
Horse 1 nibbles 1HP and retreats. 2nd Vet appears.
Horse 2 does nothing but die and promote NM to Elite
Horse 3 inflicts 1 HP and dies. 3rd Vet appears
Horse 4 inflicts 1 HP and retreats. 4th Vet appears
Horse 5 does nothing and retreats.
Horse 6 inflicts 3HP and dies. 5th Vet appears
Horse 7 inflicts 2HP and dies. Elite 4/5 appears.

Result : 4 CoD Horsemen lost, 8HP inflicted on the five defenders. Remaining defenders : 3/4, 4/5, 3/4, 1/4, 2/4, effective damage, 8/20 - not bad, and we lost 4/7 units, slightly under the odds. We should have softened it up nicely for Python.

We send the 502g this turn, good luck in erasing Fort Siamang!

Regards,

Cort

Arrian is offline Arrian
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  Old Post 09-04-2004 17:28
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Damnit.

quote:


Arrian,

Just a few things I was thinking about in regard to the Monkey war. I'm holding the turn up a bit, as at least one of these decisions is very important.

One big thing - Fort Siamang, as I had suspected, has a barracks. All the Monkey units have healed, so far as I can tell. There's a 5/5 Merc on top of the city. Hopefully, this won't be a problem.

Second, as I'm sure your team noticed, Monkey's settler and six mercs built a new town one south of our stack's location - Holy Grill. Given our approximate understanding of the garrisons of each town - around six for both - on which should we concentrate our attack? Taking Fort Siamang would provide a nice foothold to allow our troops to heal after what could be a devastating attack. On the other hand, this leaves Monkey the option of filling Holy Grill to the brim with defenders - taking it would keep Fort Siamang cut off, possibly making our options more open.

Third, but not so critical, is the possibility of involving Tabemono or LL in the war, as our partners in espionage. They get contact, and we pay for them to build an embassy and taking screenies for us. A lot of it depends on the potential cost, and the risk involved about letting them know about the war. Of course, when we take a city, that point might be moot... Thoughts?

Fourth, what about that island horse town that Monkey has (Howler Monkey, iirc)? Having access to those horses would be important. Realistically speaking, can we take it? When would be the best time to launch an expedition, and who would launch it? Keep in mind I'm rather interested in getting it soon, as we need horses, and Monkey doesn't need any more toys to fight with.

Lastly, an interesting (non-Monkey) development - LL has contacted us. They are interested in buying techs for cash. They didn't mention anything in particular, though...

BTW, have a happy Easter.

~Octavian X



...

quote:
Octavian,

The Monkey units healed? My understanding of how the turn order works is wrong, then. I thought the units would heal on their turn, which happens after yours. Damn.

This is getting ugly. I think we need more catapults.

Do you think you can take Holy Grill, whilst still being able to protect your catapults (which will bombard, and therefore be left at FS2) from counterattack from Fort Siamang?

I like the idea of pressing on and leaving FS be for now and pressing on into Monkey's core. We need to start hurting them. But I know your stack is kinda beat up and CoD's offensive power took a hit last turn. I think, given all of that, Python should take FS and heal up. In retrospect, I think it may have been a mistake for you guys to not have brought a combat settler along.

As for the island, well, we have 2 galleys sailing around the southern end of the continent and they will be coming up the western side at some point. We will need to load them with troops and try and take that island. My worry, of course, is that Monkey will manage to block the coast and prevent a landing. But we shall see.

LL has asked us for a price on Engineering (which we're close to discovering). I haven't yet responded.

-Arrian

Arrian is offline Arrian
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  Old Post 09-04-2004 17:29
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The units healed. Our attack did precisely NOTHING.



Ok, clearly all unit healing happens at the beginning of the turn order. I was mistaken, much to our loss.

-Arrian

ducki is offline ducki
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Sep 2002
time: 23:29
  Old Post 10-04-2004 06:28
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Bollocks!
That hurts.

Arrian is offline Arrian
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  Old Post 12-04-2004 16:58
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Good news from Octavian:

quote:


Arrian,

Runners report news of the Battle of Fort Siamang!

code:
Bombing Results -1 hp from 5/5 Merc 4/4 horse retreats - no damage to 5/5 merc 4/4 horse retreats - 5/5 merc loses 3hp 5/5 horse destroyed - 4/4 merc loses 2hp 3/4 horse destoryed - 4/4 merc loses 2hp 3/4 horse destroyed - 4/4 merc loses 2hp 1/4 horse destroyed - 4/5 merc takes no damage 4/4 sword destroyed - 4/5 merc loses 2hp 4/4 sword not damaged - 3/3 merc destroyed 4/4 sword destroyed - 3/3 merc loses 1hp 4/4 sword loses 1hp - 2/4 merc destroyed 4/4 sword loses 2hp - 2/3 merc destroyed 4/4 sword loses 1hp - 2/4 merc destroyed 4/4 sword not damaged - 2/4 merc destroyed 3/4 sword loses 2hp, - 2/4 merc destroyed promotes to elite 4/4 sword not damaged - 2/5 merc destroyed promotes to elite 3/4 merc loses 1hp - 2/5 merc destroyed Pytonia wins the battle of Fort Siamang! The city is taken! Casualty report: We lost five horses, and two swords. Monkey lost 8 N. Mercenaries.


That's what happened. We have the city under our control. Next turn, I plan on rushing a barracks and withdrawing all our forces into Fort Siamang (renamed Siege Perilous - the name of Sir Lancelot's caste in the Arthur mythos). There, we'll heal for about two turns (one turn for barrack completion, one for healing). We'll continue to bombard Holy Grill during that period.

Octavian


...

quote:


Good news!

Congratulations on your victory.

-Arrian

Arrian is offline Arrian
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  Old Post 23-04-2004 17:17
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From/to Octavian:
quote:


Arrian,

DaveMcW,chief C.O.WAR.D. member and resident expert military strategist has posted the following plan:

quote:
Next turn we should move all our healthy units 2 and build a road. Leave a spearman on the road they can't pillage it without a fight. If we have more reinforcements arriving they can defend Siege Perilous, otherwise we need to leave a couple units behind to do that.

Then we move our army 2,1 to the tile between Holy Grill and Orangutan. Once again they have to split their forces, and we will capture Holy Grill.

After Holy Grill, I think the best plan is to pillage our way to Primate Central and attack any city that gets isolated. Divide and conquer!


This is our current plan of attack. Thoughts?

~Octavian X



...

quote:
I don't have a map in front of me, but it sounds ok.

Does Dave have any thoughts on what CoD's troops should do? IIRC, the main stack is healing at Holy Grill 6-9. I'm thinking they should just march southward, trying to place themselves in position to hit multiple targets at once (like Dave is trying to do with your troops), so Monkey has to spread out a bit.

FYI - our galleys have made the turn and are now sailing northward up Monkey's west coast. When they get to our war road, we can load 'em with 4 horsemen and go after that island town.

-Arrian

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  Old Post 28-04-2004 17:29
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To Octavian:

quote:

Octavian,

FYI - our galleys, sailing northward along Monkey's west coast, encountered and sunk a Monkey galley, without losing a hitpoint.

In addition, we discovered Engineering. We sent it to you, and to Tabemono, per our deal. They should send Feudalism back, which we are allowed to pass on to you.

One thing I've totally forgotten is this: did we ever actually work out a deal for Engineering? If not, I think the best thing would be for you to send us gold equivalent to 1/2 our research costs. The only wrinkle there is that I haven't been counting beakers, and I know Engineering was devalued due to other civs already having it.

We've shut off research for now, pending hearing from Tabemono about how they want to proceed. I've sent them CoD's research power (149 beakers/turn at 90% science) so they can judge which team will be the fastest researcher. Let me know if I erred in not considering you guys - I guessed you haven't built any libraries. Let me know if I'm mistaken, and if you can beat that mark. The fastest team should research, and the others should fund it.

Good luck on your march south... I see Monkey has been pinging away with their catapults. Our stack should be healed up next turn, and reinforcements continue to flow in. Given what we learned (much to my chagrin) in the last attack, we know that our forces cannot be used to "soften" Monkey's defenses in preparation for your main assault. So I'm not actually sure what to do with them next turn.

Anyway, in a few turns we will load up 4 horsies and go after that island town of theirs, and maybe actually be useful for once! Hmm... speaking of that, maybe I could rush a 3rd galley out of Cow River. Then I could bring 5 horsies & a spear, and make sure of it. After that, it opens the possibility of an end-around in force.

-Arrian

Cort Haus is offline Cort Haus
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  Old Post 28-04-2004 18:50
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Yeah - 5 horses and a spear!

Arrian is offline Arrian
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  Old Post 28-04-2004 23:39
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We're agreed, then? We rush a galley out of Cow River. Not for a few more turns yet. The Frumpy and Dumpy have just reached Monkey's southern border. They will need several turns to pass through, and may get pinged by catapults, so they may need to heal up in CR when they make it through. Then again, maybe not.

I guess we might want to start stockpiling horsemen & the spear I pulled out of Cheeky Monkey over on the west coast, maybe just north of what used to be Fort Siamang. We have several (3 or 4) horsies due for completion in the next couple of turns, plus the horse I just sent across the river from Izzardia. And there is our island invasion force.

-Arrian

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Too bad we had to go through Monkey with the galleys or the assault on Horse Island might have been more of a surprise. Hopefully they won't realize that's where we're going until after it's too late to shore up that town.

Nice work, though.

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To/From Octavian:

quote:


Arrian,

Great news with the ship. May your navy sail to victory!

And, good news on Feudalism. Not much use to us, but it's just nice to have.

I do want to get something worked out for our tech purchase plan. I don't have a save in front of me, so I can't name specific science prices. Our military is costing us, though, so that's a factor. We have 893g, making 44gpt. I don't have any beaker numbers on me. Your guess on our library status is right, though. Our core cities are all spitting out units every two turns (with one worker factory and one settler factory), occupying all of our first and second rings. Our third ring border cities are all building courthouses, and some will pursue libraries when those are done. Two cities on our third ring are producing libraries right now.

Let me add we're keen on getting Invention. We need longbows!

On the island invasion - can you guys get a harbor/road system up and running soon as well? We'd like access to that second source of horses for the war effort as well. I can't remember if any sea blocks the way. And, now that I think about it, we could fund a harbor for our continent to connect the city, since those connections will run accross borders.

One last thing - a peak at the F4 screen revealed we had contact with SS and MAST. I need to contact them - any thoughts?

~Octavian X


...

quote:
Octavian,

Yeah, we want Invention too. I'm waiting to hear back from Tabemono about what they're doing. Basically, either they research it and we help fund that, or CoD researches and Python & Tabemono fund it.

I'll get back to you about the cost of Engineering. We've still got a decent cash reserve, so the issue is not yet all that pressing.

I do think there is a coastal water connection to the island horses, but until we take or destroy the Monkey city on their west coast, it might be in Monkey territory (which would block a trade route). But I too can't recall off hand. Something to think about, surely.

I don't know what to tell you w/regard to SS and MAST. We have contact with them, and IIRC, I've exchanged brief PMs with MAST, and had zero contact with SS. That last bit needs to change. Say "hi" and see if you can figure out what they're researching. I think SS has Monotheism, so it's probably a good idea to ask them if they've any tech for sale.

-Arrian

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  Old Post 29-04-2004 17:58
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Yes - longbows are gonna feature for us like I've never seen them in a Civ game. Bring 'em on!

I think we should ge generous to Python on tech sales - as they have forgone building improvements for the war, and will have the most work to relocate.

Hooking up those horses could be a worthwhile objective. It'll mean leaving Pri-Cent, but we can seige it out in the end anyway. I wonder if anything was in the Monkey boat?

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Re: Longbows - would it be worthwhile to pick a couple of semi-corrupt towns to start building archers now for a quick upgrade once Invention comes in?

Re: tech sales - I agree with being a little generous. If we get miserly, they're likely to decide we're not worth the trouble.

Re: Horse Island - I wonder if we could manage 4(four) loaded galleys, on the basis of attacking with overwhelming force? Probably not, but it was just a thought; if we're going with horsemen, even just two NMercs could be problematic and I can't see them defending a strategic resource with anything less.

Arrian is offline Arrian
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  Old Post 29-04-2004 20:44
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Cort - I hope so, but I doubt it, given its location. I think it was most likely looking for our galleys - they saw us sail south, and must have known we were due to come back north sometime around now.

quote:
Re: Longbows - would it be worthwhile to pick a couple of semi-corrupt towns to start building archers now for a quick upgrade once Invention comes in?


Actually, once we have an ETD (estimated time of discovery) for Invention, I'd say we should switch some, if not all, production over to archers. Certainly Silesia, which is producing a cool 10 shields/turn. 7 shield/turn towns are ideal too. CoS, which I think is 8 spt, is probably better suited to remain on horseman production.

Ok, anybody wanna plug the base research cost of Engineering into the Tech Devaluation forumla (it's around here somewhere, isn't it?) and try to guess at what we spent on Eng research? By the time we finished, SS, MAST & LL all had it. I don't think they all had it for the entire time we were researching, but let's calculate pretending they did (this results in a small discount), and then cut the figure in half to get Python's contribution. Sound fair?

Ducki - that's not a bad idea. Another option could be sending 4 horse, 1 sword (our only one) and 1 spear.

-Arrian

Cort Haus is offline Cort Haus
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  Old Post 29-04-2004 20:45
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If one of the other teams opened an embassy with Monkey we could hire them to look inside that island town for us. I doubt anyone has an embassy with them, though and it would be expensive for us to cover that cost.

Perhaps Silkfest could do an archer or two - it has a barracks. Regular longbows probably aren't worth it.

 
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