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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:30
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quote: Originally posted by Tiberius
we are doing this not for them, we are doing it for us. GS is the biggest threat until now and at least for the near future, so we are fighting against them. An alliance is not a trade: it doesn't have to be fair. An alliance means that everybody does everything he can to achieve the common objective. In this case: pushing GS back to Stormia. Can you say that ND and GoW haven't done everything they could to achieve this? They've spent all of their GA on building military and fighting GS, they've lost tons of troops and the shields invested in them while we sent one tech and one luxury and some reserve troops and yet you're saying that the alliance is loopsided? Think again. |
This is a pretty good summary, I think.
Yes, it may look like we are giving tons of 'tangible' stuff while GoW & ND happily wage 'their' war. But as Tibi correctly points out, this alliance is not about "fair" trades.
We have our goal since day 1 of the war: having Bob divided evenly between GoW and ND, GS driven off Bob and contained on Stormia (RP gone or in exile). And all that preferrably later than sooner, so that we have more time to grow in our splendid isolation, while others keep spilling their blood on Bob... That's what we should keep in mind all the time.
So far, we haven't contributed anything which would really "hurt" us - the fast gunpowder research did not really cost us more than ~200 gold maximum. Dyes do not costs us anything, just like iron we provide to GoW. Our troops are not yet dying on the battlefield (because of our troops not being in position yet, even the primary defenses of Y'knife will be handled by GoW troops, despite the previous arrangement that that area would be our responsibility). Saltpeter we do not need for the next 4 turns - our gold reserves are not big enough to support too many 60g upgrades beyond the first three done this turn, and we have no more cities ready to produce muskets in the next four turns, but S'haven and Tarzania.
So, while it looks like we are doing a lot for GoW and ND, we are actually doing mostly things that do not cost us anything important. Hell, we even keep building infrastructure in many of our cities. We happily research a dead-end, wonder-only tech on a surplus budget! Our economy is far from being fully mobilized for the war effort, let's be honest with ourselves...
On the other hand... as Tibi says. GoW and ND are doing their best to get rid of RP we dislike for reasons well known & GS that has been our only real competitor in this game so far (actually pushing them into a corner where GS will need our help & friendship). That's something that would not really be achievable if we were to do it ourselves. True, GoW & ND have their own reasons, but as a "side effect", they are helping us to strenghten our position in the game tremendously.
There is one more reason that is hard to quantify, but worth mentioning... from what I know about the GoW & ND guys, they are what I would call "honourable". They keep their promises and play the game with a certain degree of noblesse - mostly free of the machiavellian tricks and reasoning of RP and/or GS (see how GoW does not even consider GS' proposal to backstab ND, despite GS offering RP gone from Bob and basically whatever price GoW asks for). I do not consider it possible they turn against us all of a sudden and abuse our homeland vulnerability to gain on us. That would simply not be acceptable for them. The more we do for them now (or the more we seem to have done for them), the less likely they will be to attack us even if they happen to be in a position to later in the game (though I do not think they will ever be in that position).
One thing I will agree with is that our homeland defenses are alarmingly low. Yes, that's the risk we are taking. But I believe that it is a risk well calculated and very likely to pay off in the mid- and long-term.
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:30
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Plans for 330AD (Turn 149):
Unit Movement/Actions
1) Trasher to move NE-E-S, then fortify in the TarZar white camp
2) Marky Merc (in Jackson) to move NE-NE, embarking L.V., becoming part of LEF5
3) Merciless (in Jackson) to move NE-NE, embarking L.V., becoming part of LEF5
4) Galahad to move NE-NE-NE-NE, embarking L.V., completing LEF5
5) L.V. with LEF5 aboard to move NE-N-N
6) G.B. to move S-SW and fortify, ready for ferry duties if needed
7) J.K. with LEF4 aboard to move NE-NE-NE
8) N.C. to fortify, ready for ferry duties if needed
9) I.N. to move NW-W and fortify (to see 3 tiles next turn), scouting
10) G.G. to move S-SW-W, scouting
11) LEF2 (Misty, Silver, Attila) to move E-NE-E-E
12) LEF3 (Arthur, Horace, Lancelot) to move E-E-E-E
road SE-SE of Macao will be blocked by Tatung Guard (GoW's elite pike en route to Yellowknife), so we will have to leave the road, joining LEF1 on the hill S of Skulgaria only on the next turn
12a) make sure we somehow declare war to GoW
GoW needs to break our iron trade, so that they can build a coupla more horses to be upgraded to riders. There should be two options available - snatching a worker Aggie will position somewhere along the route of LEF2+3, or pillaging the roaded grass SE-SE of Skulgaria (with an LEF1 unit). My recommendation is to snatch the worker if it does not slow LEF2/3. Should it slow any of them down, let's use LEF1 and pillage the road. GoW has officially agreed to both of these two options.
12b) upgrade some of our mercs to muskets??
the fake war with GoW will return saltpeter back to us, too. We will thus be able to upgrade some more mercs to muskets. Do we do that? I would consider upgrading the Karina and Panama garrisons (120g total, leaving ~100g in our gold reserves), starting the upgrade shuffling on the next turn.
13) Meriadoc (Jack-D.F. white camp) to move N-N and fortify in Jackson
14) Mercus Aurelius (D.F.-Tar white camp) to move N-N and fortify in D.F.
15) Merril to move N-NW-N, then fortify in D.F.-Tar white camp
16) Max Payne (TarZar W.C.) to move N-N-N
17) Merc Twain to move S towards the Tipperary site
18) Ming to move S, escorting Frank Jr.
19) Settler 'Horsefish' to found Horsefish; work
bonus grass S, start building temple (??)
20) MercG to fortify in Horsefish
21) settler 'Castle' to move N-N-N, towards the Castlea site
22) new settler finished in Logville to be named 'Tipper' and moved NW-W towards the Tipperary site (the last Southern city site)
Worker Movement/Actions
23) Michael to road, then irrigate
part of the GA preparations + extending the irrigation system towards the Castlea site
24) Jack to mine
25) Charlie to move SW and mine
mine will be done next turn, bringing the Jackson shield output back to 14spt (at +4fpt), which is what we need to finish the knight there in time with max growth rate
26) Peter to move W and irrigate
27) Patrick to move W and irrigate
bringing fresh water to S'haven area
28) Fritz to mine
29) George to mine
30) Toby to irrigate
31) Frank Jr. to move S; will connect the horse to Q.M.
32) Farmer to move W, then road & mine
33) Mark to move W, then road & mine
34) Adam to move E-E, then road & mine, helping Bill
35) Bill to road, then mine the horse hill
36) new worker finished in Dye Fields to be named 'Pink' and moved NW-W, then clear jungle
see the GA thread for details on Dye Fields GA preparations
City Management
37) reassign Red Bricks labourer from the roaded/mined grassland W-SW to the roaded/irrigated grassland SW
to grow in 1 turn, while finishing the cat
38) Dye Fields to work all 5 grasslands; start another worker
39) Logville to work wheat, all 4 irrigated grasses, and riverbank hill; start building marketplace
back to higher pop as fast as possible; I believe a marketplace is the best improvement we can build here, because of the happiness and income boost
40) reassign Sharpehaven labourer from the fully improved hill S-SE to the roaded/irrigated grassland SE-SE
musket still in 3 turns, faster growth
41) Oasis to work both irrigated tiles
42) reassign Kloreepville WF so that we nail the aqueduct build in 1 turn with maximum food surplus
depends on if we uncover a bonus grass or not - if we do, reassign a labourer from the irrigated grass to the new bonus grass. If not reassign to the fully improved hill instead.
43) Tiberium to work all land tiles
44) start researching Banking at 50%
Last edited by vondrack on 12-11-2003 at 12:49
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:30
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quote: Originally posted by Tiberius
There will be a small problem with the captured worker. GoW will receive our peace proposal before playing their turn (I mean, before moving units and such) and if they accept it, they won't be able to capture the worker back. So maybe they should dismiss the peace proposal, capture the worker and then send us an accepted peace+wine + RoP proposal. |
Actually, I was thinking about this for a while and I decided that we will keep the captured worker. 
But seriously. The worker is a captured ND one. He will work as fast with us as with GoW, so there is no need to "return" him immediately. If we keep him (he's with LEF2 ATM), we just use him to do whatever terrain improvements GoW/ND need - and when it is time for another fake war, they just take him back.
The advantage of this approach is that we get peace, and consequently wines, one turn earlier (you cannot send lux+peace, you first need to have peace... at least I was unable to send them peace+dyes).
I haven't specifically checked M.T. Will do once I get to doing the turn plan for T150.
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:30
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OK, a quick review of our situation tech-wise:
GoW lack Monarchy, Astronomy, and Music Theory
ND lack Monarchy, Astronomy, and Music Theory
RP lack Invention, Gunpowder, Astronomy, and Music Theory (any idea where they got Education from? own research?!?!)
Vox lack Monarchy, Chivalry, Invention, Gunpowder, Astronomy, and Music Theory
GS lack Monarchy, Invention, Gunpowder, Astronomy, and Music Theory
Last edited by vondrack on 15-11-2003 at 05:41
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:30
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Plans for 340AD (Turn 150):
Unit Movement/Actions
1) Trasher to fortify in the TarZar white camp
2) new catapult finished in Red Bricks to be named 'Crusher' and moved NE-N-N
3) J.K. with LEF4 aboard to move N-N-NE
4) L.V. with LEF5 aboard to move NE-NE-NE
5) N.C. to fortify, ready for ferry duties if needed
6) I.N. to move W-SW-S, scouting
7) G.G. to move S-SW-W, scouting
8) LEF2 (Misty, Silver, Attila) to move E-NE
9) LEF3 (Arthur, Horace, Lancelot) to move NE and fortify
LEF1+2+3 finally together
10) Mercurio (Panama garrison) to move S-S-S
11) Numero Uno (K'ville garrison) to move NE-N-N for an upgrade in Panama
12) St. Merc (Karina garrison) to move E-SE-E
13) Mercx (Logville garrison) to move NW-NW-NW for an upgrade in Karina
14) Forkmerc (Crossing garrison) to move SW-SW and fortify
15) Mercus Aurelius (Jack-D.F. WC) to move NW-N and fortify
16) Merril to fortify in the D.F.-Tar white camp
17) Max Payne (TarZar W.C.) to move NW-N and fortify
18) Merc Twain to fortify near the Tipperarry site
19) Ming to move S, escorting Frank Jr.
20) settler 'Castle' to move NE-NE-NE, towards the Castlea site
21) settler 'Tipper' to move W-SW-SW towards the Tipperary site (the last Southern city site)
Worker Movement/Actions
22) Jack or Charlie to move NE and mine (only one of them should be ready)
23) Frank Jr. to move S; will connect the horse to Q.M.
24) Gus to mine
25) Stanley to mine
26) Adam to road
27) Bruno to road
28) Peter to move W and irrigate
more fresh water for S'haven area
29) Patrick to move W-S, then road
30) Farmer to move SW, then road
31) Mark to road
both will finish the road at the same time, connecting Horsefish - and mining the hill together then
32) Pink to clear jungle
see the GA thread for details on Dye Fields GA preparations
33) rename captured worker to 'Bob' and order him to road
the road system in that area could sure use some improvement to prevent traffic jams 
34) Jason to move S-SE, then irrigate (to bring fresh water to the Castlea radius
35) Leopold to move SE and irrigate
36) Logger to move NW-W-SW, then road
then W-W and irrigate - only 1 more turn than if going NW-N-NW, W-W-S, S-W & irrigate
37) Luke to move W-SW and mine
38) Rover to move SW-SW, then road
39) Chris to move S-SW, then road
40) Jimbo to move W-SW, then road
41) Ken to mine
City Management
42) Farmerville to work all available riverbank tiles, but one raded/mined regular grassland
43) Red Bricks to work the bonus grass, all irrigated tiles, and roaded/mined regular grasses; start another cat
44) Forkmouth to work all improved tiles but the desert and hill NW-NW
knight in 2, +5fpt
45) Kloreepville to work 1 coast, all 3 irrigated grasslands, the grassland being irrigated by Leopold (W of the city), and 1 hill; start catapult
growth in 1 (Leopold will have his irrigation project ready by the next turn); not 100% sure about the build, might as well be library or marketplace?
46) reassign the Abilene labourer to the roaded grassland
just for 1 turn, to help Ahhmyfoot finish the temple in a single turn[/b]
47) reassign Ahhmyfoot labourer from plains to the roaded/mined bonus grassland W-SW
temple in 1
48) send dyes as 'accepted' to GoW
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:30
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Sorry for being late with the plan. Busy week.
Plans for 350AD (Turn 151):
Unit Movement/Actions
1) Crusher to move NE-E-SE
2) J.K. with LEF4 aboard to move N-N-N
3) L.V. with LEF5 aboard to move E-E-E
4) LEF5 (Merciless, Marky Merc, Galahad) to land NE (or E, if NE blocked)
5) I.N. to move W-SW-S, scouting
6) G.G. to move W-W-W, scouting
7) LEF123 to move S-E-SE
see my post in the Operation Glorious Plastic thread
8) new knight finished in Jackson to be named 'Gaheris', moved S-S and fortified in the JackDF whitecamp
9) Geraint (JackDF w.c.) to move S-SE-S-S and fortify in the TarDF whitecamp
10) new knight finished in Karina to be named 'Bors', moved E-SE-E-NE and fortified in the CrossLog whitecamp
11) Mercurio to move SW and fortify in Kloreepville
12) Numero Uno to move N and fortify in Panama
13) St. Merc to move S-SE and fortify in Logville
14) Mercx (Logville garrison) to move NW-W and fortify in Karina
15) Forkmerc to move NE-NE and fortify
16) Max Payne (JackDF W.C.) to move N-N and fortify in Jackson
17) Ming to move S, escorting Frank Jr.
18) settler 'Castle' to move N, towards the Castlea site
19) settler 'Tipper' to move SW-W-S towards the Tipperary site (the last Southern city site)
Worker Movement/Actions
20) Jinxo to irrigate, then road
21) Jason to irrigate, bringing fresh water towards the Castlea radius
22) Michael to road
23) Charlie to move NE and mine
24) Forrest to irrigate
25) Patrick to road
26) Martin to move N-NW-N, then NE and clear jungle (together with George)
27) Toby to move E and irrigate
28) Adam or Bruno to mine (only one will be ready)
29) Philippe to irrigate
30) Logger to road
31) Frank Jr. to move S; will connect the horse to Q.M.
32) Rover to road
33) Chris to road
34) Farmer to road
35) Jimbo to road
City Management
36) Jackson to start marketplace
as per our GA plan
37) reassign Sharpehaven labourer from the roaded/irrigated grassland SE-SE to the roaded/irrigated grassland S
freeing the irrigated tile SE-SE for Forkmouth
38) reassign Forkmouth labourer from the fully improved hill W to the roaded/irrigated grassland N-NW
make sure we still finish knight in 1; +7fpt
39) Karina to start another knight
40) Logville to work wheat, irrigated bonus grass, irrigated plains, irrigated grass, and two fully improved hills
41) Oasis to work both irrigated tiles and the roaded/mined grassland
42) Invoice to work the unimproved grassland
freeing the irrigated-to-be grass for Kloreepville
43) Kloreepville to work all 4 irrigated grasslands, roaded grassland W-NW and two fully improved hills
maxxing the growth (+5fpt)
44) reassign Ahhmyfoot labourer from the roaded/mined bonus grassland back to the roaded/irrigated plains; start barracks
45) Tiberium to work all land tiles except the unimproved grassland
we are already at max pop, so let's squeeze every single shield out of the city now
46) reassign the Abilene labourer back to the roaded/mined bonus grassland
47) send iron as 'accepted' to GoW/China
Last edited by vondrack on 26-11-2003 at 05:19
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:30
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OK, after going through the save, I suggest only one minor change - and it's not even urgent, we can leave it for the next turn...
Considering that Kloreepville now has 8S and 8spt (at 5fpt), I suggest we switch the build to barracks to make the best use of the setup. Cats would take 3 turns, with the waste of 4 shields per cat, while barracks will be done in 5 turns, with no wasted shields at all. Since we wanted to change Kloreepvile into a military production center anyway, I guess we could start right away. Red Bricks is on a steady 3-turn cat production and should cover our needs for the near future.
Save played fine for me, too. No crashes.
EDIT: oh, and btw, GS seems to have the landing points not covered. LEF123 can see no units of GS.
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