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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:29
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We should also trail the RP galley, right, in case we want to sink it soon. It might have stowaways.
I think most of the forces are already in Elipolis, but we should move some to the new cities
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:29
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We now have Engineering and all of Vox's Stormian cities except The Voice. I assume we're supposed to take The Voice. Then what?
Forces of the Storm:
1 Settler
21 Workers
8 Horsemen
24 Pikemen (1 elite)
14 Catapults
10 Galleys
13 War Chariots (3 elite, no leader; one elite+leader)
19 Medieval Infantry (about four of them regular)
We need to make a decision on which of those forces we want in North Stormia, which we want to use in our invasion (and in what order), and which we want to keep other places at home.
Our current deployments in the north:
2 vet WCs roaming around former/current Voxian lands
Elipolis:
2 Elite WCs
3 Catapults
5 Vet MedInfs
4 Vet Pikes
Inchon:
8 Vet Pikes
4 MedInfs (3 Vet, 1 Regular)
4 Vet WCs
4 Cats
We also have two pikes garrisoning the Inchoff area; presumably, we want to move those elsewhere since reaching Inchoff would not be particularly practical and the city isn't of particularly great value now that Vox is leaving.
Last edited by nbarclay on 16-07-2003 at 20:50
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:29
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We built regular WCs? I knew we had one once, but it was killed. We built more?
I'd start upgrading the vet horsemen bit by bit.
I'd pull all elite forces south to load onto galleys at some point (except the elite* WC... he can hang out for a while, perhaps getting upgraded soon).
I'd leave the regular and vet WC's up north for a while. They are the most expensive upgrades (the 8 horsemen will cost us 80 each, and that will take a little while).
Our invasion force should be mostly pikes & med infs, with a couple of knights and cats (plus a settler).
I think we should prioritize roadbuilding on all coastal tiles, particularly the ones up in the former Voxian lands. That way, our units (WCs come to mind) can patrol there and block any attempted landings.
Nathan - what is our research situation? Have we started on Banking, or are we at max tax? We're going to need a lot of money to a) upgrade horsies to knights; and b) pay for temples/walls/barracks in our Bobian cities, plus 1 harbor in our planned replacement for Barcelona.
8 horsies X 80 gold = 640 gold
10 WCs (non-elite no leader) X 100 gold = 1000 gold
I don't see those WCs getting upgraded for some time. Looks like the horsies only for the near future.
Temples (after 1 turn wait) = 116 gold each.
Barracks = 156
Walls = 76
Harbor = 316
Temples X 4 = 464 gold
Barracks X 4 = 624 gold
Walls X 4 = 304 gold
Harbor X 1 = 316 gold
1708 gold, plus 640 for horseman upgrades = 2,348 gold.
Um, wow. We might be able to skimp a bit (one of those cities can probably do without a barracks, perhaps the harbor can wait a little bit...), but that's a big price tag.
-Arrian
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vulture
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Leeds, UK
Jun 2001 time: 05:29
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As far as I can see, a garrison at Miller Town 2 would have the potential to move into any town in the north in one turn, and could block any landing site south of Wittlich City (and north of Elipolis). Fast movers there should be able to reach any landing sites further north. But bear in mind that a single galley can unload in one of nine different tiles on a straight coast, and more on a concave one (e.g. A galley 777 from D'ville has 15 tiles that it could drop troops on in principle, ignoring towns) So we need to commit a fair number of troops to block all landing sites, and need to have all coastal tiles roaded (fx: taps foot waiting for email to arrive with map).
8 pikes at MT2, 6 MI and MT8 and 6 WC in MT itself should provide enough blocking power to secure the north. Possibly that is overkill, but I'm allowing for us messing up and allowing a landing force to hit the beach, when we have enough firepower to do a fair amount of damage to them - at least enough to stop them taking a town with 8 pikes in it before we can get reinforcements there. Then again, if 10 riders is the size of army that Bobians think is sufficient for a land attack...
For the south, we have more warning of course, at least until astronomy.
If we are committing of the order of 10 pikes to RP, we are going to need more units available when astronomy rolls around in order to protect the south as well as the north. We can concentrate more fast units in the south (WCs that are waiting for us to get enough cash to upgrade). If we are taking mostly MI to Bob, then we have close to 15 fast units available for landing site blocking duty, and they can be dumped in D'ville at the moment, allowing them to reach anywhere from 1 tile south of Elipolis to 1 tile north of Whirlwind. We get advance warning of any attacks further south than that at the moment, so we can react as appropriate should we need to.
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:29
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Ok, I kinda figured it was something like that.
Anyway, I think the vet WCs, the elite* WC and the regular med infs should be the forces we keep home to block landings (plus some pikes, of course).
The vet med infs, a bunch of our pikes, the 3 elite WCs, the horsies (upgraded to knights), and most (or all) of our cats should go over to Bob.
Vulture, I do think your proposal is a bit of overkill... but I understand the caution. I think an additional galley or two might work wonders, though, so we can block/sink incoming enemy galleys.
-Arrian
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:29
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What is the impact of the FP? Are things a bit better in the north? (I know this was a temporary move)
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:29
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By the way, the library in Hurricane puts us at first in Literacy. We don't have a huge number of libraries, but we do have them in three of our four biggest cities.
Last edited by nbarclay on 16-07-2003 at 21:31
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:29
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Maybe it's best to take the Voice, and gift Miller town back as part of a peace deal now, so we can see more clearly what the effect of war weariness is. Also, was it already decided where we want to move Voxian towns?
As to research: we should end in some 10 turns, so we can have another 3 or 4 turns of 100% tax... it doesn't matter really when we do this, as no further libraries are planned for the moment, but I guess the money can come in handy.
With permission, I'd like to tell the Legos this fastest eta: 7 turns at the minimum, but we'd rather have 11-13 turns at least. I don't think they will mind, as there won't be anybody wanting to buy techs for quite some time.
One consequence is that 2000 gold won't be possible to get as our money pot for the invasion, we need to start cutting into that budget... 1000 - 1200 yes, but 2000? That's a lot of gold 
upgrading horsies: good idea, certainly as it wil be masked in the power graph by the Voxian cities we gain. But keep some money handy, we'd want some inspections later on too.
DeepO
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:29
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include 1 elite WC into the first or second wave, you never know we get lucky again. Further, is it possible to have 2 settlers ready for the first wave? If so, it could help us greatly: they can settle both NM7 and NM33, give us an instant unload city for our future waves. If I count tiles, it won't matter for the second wave, so we could in principle also put that second settler on our second wave, if we unload him right.
If we do have a few galleys close by to unload a smaller second wave the turn after invasion, it could matter, though, otherwise we have to wait 3 turns before the rest of our troops arrive.
DeepO
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:29
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Are there any restrictions on the vox given engineering?
Arnelos has complained of crossing rivers. We could give them engineering for that luxury, which would speed units to the defense much faster. Granted it will speed towards defense of barci too, but if we wait a few turns, perhaps everything south of the border will be opened. Plus, they would be less likely to expect an attack from us then, if we basiclly just gave away a good tech.
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:29
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The rivers of RP are kind of strange... I would not give them Engineering! If they want to trade us a city for it, fine, otherwise why would we give them something for free. We might look out, and see once Vox or Lego gives them Engineering.
As to their rivers: the strange thing is that for all UUs, those aren't defensive at all. These can land next to e.g. Zaragoza, be relatively safe from direct attacks (not cat fire), and once they attack they have enough movement points to cross the river, attack the city, and if possible return to over the river in one turn. I would not have placed my cities there if I knew riders were coming.
BTW, we don't need the lux, I think, if we can take it in under 10 turns, and keep it the rest of our game 
DeepO
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Aeson
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orangesoda
Nov 2001 time: 22:29
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quote: 1. Vox 126. Vox gifts all cities on Stormia (Estonia) to GS, save the Voice, as well as Engineering. Accepted. All cities include Wittlich City, Miller Town, Beta-by-the-Sea, and Harry's Hideout.
2. GS 127. GS accepts cities and tech. Declares war, occupies The Voice. GS offers peace, Miller Town and any gold captured from the Voice back, accepted.
3. Vox 127. Vox accepts peace and Miller Town. Moves all forces into Miller Town. Offers Miller Town, unnaccepted.
4. GS 128. GS offers 60 gold and accepts.
5. Vox 128. Vox accepts 60 gold for Miller Town and all forces *blip* to their new capital. The peace is final.
Ratified by Gathering Storm
Ratified by Vox Controli |
So we take The Voice, then offer Vox peace and Miller Town accepted.
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