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Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:30
Exclamation  Old Post 06-08-2003 07:43 Visit Trip's homepage!
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Preparing for GCA Support Apolyton, buy Galactic Civilizations

Well, the die has been cast (basically), and one way or another we have to fight - and destroy - GCA.

So, we need to figure out how that's going to work. The AltSp needs to be solidified and further detailed in light of the constantly changing situation. We have an army, we have some jungle cleared, we're building up the size of our cities, we have Republic in 2 turns. Okay great. That's not really a plan though. It's all more random preparation than an actual plan to be carried out. Now we need to fuse all of that preparation so that we can achieve our goal.

As I said previously, we have Republic in 2 turns. Anarchy can range from 1 to 8 turns, so we'll have a few turns to get ready for anything that we need to cook up before the invasion date. Let's hope that the anarchy period is closer to the 1 than to the 8. Once we have Republic we can get Mingapulco and Apolyton up to 10 SPT at size 5 with 10% luxury (which will be necessary for all size 5+ cities). Incensity can get up to 8 SPT at size 5 as well. I'm not sure what Bananatopia will be at, but it works on a Barracks once done with the Temple (which should time with the turn we go into anarchy). These cities will be great unit pumps for the invasion to come. Together they average about a unit per turn once we actually get into Republic, more once Bananatopia finishes its Barracks.

We need to determine a trigger for our invasion. That could be a specific date, a certain number of units ready to attack, or something else. Personally, I favor the unit count, which NYE and I discussed ought to be roughly 18 Swordsmen, 6 Horsemen and 6 NMs when we attack (all vets). Also, 2+ Galleys could also prove highly useful.

We need a road at Cuido 2 in order to allow our troops to hit GCA in an efficient manner (unless we get Engineering from CDG, in which case we could use the road which crosses over the river).

The turn we attack our stack shall start on Cuido 2 (or Cuido 1) and move 3 tiles adjacent to Elucidium. That same turn we should investigate the city to see what GCA might have cooking there. In addition, we could investigate other cities, but that can be determined later. The goal is to capture Elucidium and Goatcity as fast as possible, cutting off Zarigueya for reinforcements to capture as they make their way south. All of this can be accomplished in 4 turns, including the turn we first move into GCA territory. The key is moving fast and killing as many GCA units as possible. The prime goal is to get into GCA proper and do as much damage as we can on our way there. Hopefully we can coordinate our assault with a CFC one to stretch GCA forces as best we can. If we can capture Catchopolis before major damage has been done to our army, then we should win the war.

Once we pass Goatcity we will need a scout to the southeast, ideally on the hill 1-1-1 from Goatcity. While we don't want to lose land needlessly to GCA units, our main goal is to smash our way to Catchopolis. If we waver from that goal, then GCA may be able to muster enough troops to counter our assault, which would be bad news. If we smash the GCA army and cities then we do irreperable damage. Many of GCA's units are elite or veterans after crushing the CDG army. They will be important targets to take out, to avoid damage to our stack before we reach Catchopolis. Our Horsemen units will be good for hitting wounded GCA units from afar.

Invasion Priorities:

1) Capturing large GCA cities (requires speed)
2) Destroying GCA units
3) Conserving our army's strength
4) Not losing ground

Everyone else should add whatever they feel needs to be done between now and D-Day, since there's a lot to take care of before our stack lumbers over the border.

notyoueither is offline notyoueither
Deity
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Aug 2001
time: 22:30
  Old Post 06-08-2003 09:33
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It would be good to note that we currently have 10 sword, 3 horse, 1 merc for the task. That leaves 16 units to complete the optimal force, if 18-6-6 is the optimal force.

Existing reg warriors are not being counted, nor are existing reg mercs. We will need units aside from the invasion forces.

Lord Nuclear is offline Lord Nuclear
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Jun 2002
time: 21:30
  Old Post 06-08-2003 12:19
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I am a big fan of investigating cities a turn or so before I go to war. It helps me to decide where to put troops and how many units I need before going to war. So I think we should investigate Elucidium, Goat City, Catchopolis and Zarigueya.

rush is offline rush
Prince
Tokyo
Jul 2002
time: 12:30
  Old Post 06-08-2003 14:34
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Re: Preparing for GCA Support Apolyton, buy Galactic Civilizations: Deluxe Edition

quote:
Originally posted by Trip
Personally, I favor the unit count, which NYE and I discussed ought to be roughly 18 Swordsmen, 6 Horsemen and 6 NMs when we attack (all vets). Also, 2+ Galleys could also prove highly useful.


Is this really enough ? Based on BFM's Army Strength assessment on 29 July, GCA has roughly 6 Warriors, 8 Spearmen, 10 Swordmen and 2 Horse.

Considering that they have about 6 cities, the Spearmen would probably be left to guard the cities. Some of the warriors can be upgraded, so GCA could effectively have about 13 Sword & 2 Horse available to move around and halt our advance.

To be perfectly honest, I am not exactly a Warmonger and always try to overrun the enemy like 2.5x to 3x. So, I may be too conservative in my thinking.

What do others think ?

wervdon is offline wervdon
Prince

Nov 2001
time: 23:30
  Old Post 06-08-2003 16:11
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Its going to be hard to over-run them 2.5 to 3x's in numbers. They are humans which are obviously paying attention to the power graph just as we are and who also have a decent (though not as good) industrial base with which to build units.

I agree with Trip's plan though, the only assault that is really feasible for us is through the former CDG territory, and its clear we don't want that war to bog down until we are on their doorstep.


The good thing is once we go, we'll have a steady stream of extra units every turn into the war, the bad thing is they likely will too until we get to their core.

One question I have (and I dont know the answer, ive never done this). Would utilizing mobilization help us here? We'll be stuck building only units, but it sounds like that is all we are going to do anyways once republic hits. Since a city can't produce more than 1 unit per turn anyways, and Trip says our core is basically going to be at 1 unit per turn, I doubt it'll help alot. However, I was thinking it might make up any slack if we mobilize between now and the start of our golden age. Someone who knows the exact mathematics/mechanics of mobilization can probally answer that question.

Last edited by wervdon on 07-08-2003 at 06:42

Fried-Psitalon is offline Fried-Psitalon
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Dec 2002
time: 00:30
  Old Post 06-08-2003 18:18
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Mobilization is unavailable until Nationalism. If we suddenly whip out riflemen, then I'll be *very* impressed.

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:30
  Old Post 06-08-2003 22:24 Visit Trip's homepage!
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Wervdon is right. We don't have the time or resources to build up our army any larger than 18/6/6. We just have to make sure we do our best with what we have.

That's why the key is capturing GCA cities and destroying GCA units. They are quite strong and can put up quite a fight if we let them conserve their forces. We can easily take 1 for 1 casualties against them (as long as the road remains intact) and should not shy away from an opportunity to destroy their forces at the cost of our own. With our GA we produce an immense number of units if necessary. If we do enough damage to their army with the first wave, they won't be able to hold out. Their best odds lie at the onset of the war. We'll be able to produce 3 times as many units as they can once the war gets under way.

wervdon is offline wervdon
Prince

Nov 2001
time: 23:30
  Old Post 07-08-2003 06:41
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quote:
Mobilization is unavailable until Nationalism. If we suddenly whip out riflemen, then I'll be *very* impressed.


Well I did say that I think i've only used it once in all my games, and Im not even 100% sure of what it involves other than only producing military units and requiring going to war to get out of I'd actually forgot there was any pre-reqs involved :P

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:30
  Old Post 07-08-2003 07:04 Visit Trip's homepage!
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Another thing I should point out.

We should keep our Horsemen hidden from their view for as long as possible. If they don't know we have 2 tile reach from our main stack (not including roads), then they could get careless and leave a target or two open. As long as the roads are still intact we can keep the Horses behind the Swords and NMs.

MrWhereItsAt is offline MrWhereItsAt
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Nov 2001
time: 17:30
  Old Post 07-08-2003 08:20
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And we will be taking them on one-on-one as a worst case. CFC is supposed to be with us in this, remember? Hopefully they can distract some of CFC's forces - if not then GCA will soon be losing some of those cities.

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:30
  Old Post 07-08-2003 08:45 Visit Trip's homepage!
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More ideas being thrown around in the chatroom:

We should split our main army into 2 different parts. The first stack (AGA proper) will include 10 Swords and 4 NMs, and will be the only stack we leave visible to them for the early part of the war. They will think (hopefully) that they are facing all of our army, and try to engage it. The second part (the reserve: 8 Swords, 6 Horses and 2 NMs) moves in from behind (ideally 2 tiles behind) to give us a large numeric advantage when we need it, without giving away our true strength. We can use other units (unupgraded Warriors, regular NMs, etc.) to block paths along the roads to protect our Reserve army from discovery.

Also, bringing along a couple Settlers and Workers to hop over cultural borders and rebuild roads would also be a good idea. They could stay with the Reserve until needed.

Edit: Stuff added.

Last edited by Trip on 07-08-2003 at 12:40

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:30
  Old Post 13-08-2003 09:09 Visit Trip's homepage!
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Okay, as of right NOW, the military we have available includes:

10 Swordsmen, 3 Horsemen, 1 NM in AGA (all veterans, Swords to be upgraded to Med Infs. when available, should take 7 or 8 turns).

7 Warriors, 5 NMs at home (all regulars).

2 Swords and 2 Galleys OOA.

Currently 3 vet NMs are in the works, all of which will be done within 4 turns out of Republic (which would be 6 turns from now). Priorities right now are to get our vet NMs upgraded ASAP (~7 turns after Republic).

So for all intents and purposes, we currently have 10 Med Infs, 3 Horses and 4 NMs ready for action (barring problems). The "ideal ratio" for units is 3:1:1 so that's relatively accurate for now. So we need to build up from what we have now in the same ratio.

Now that we'll have 4 vet NMs soon, we can probably dedicate more to our offensive forces (since that's what is going to be most important in the end). Next build should be a Horsemen, and 4 Med Infs. After that another NM then Med Infs up to 18. If we have time after that we can get up to 18:6:6 as best we can, but I doubt we'll be able to.

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 13-08-2003 12:36
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quote:
Originally posted by Trip
Priorities right now are to get our vet NMs upgraded ASAP (~7 turns after Republic).

BigFurryMonster is offline BigFurryMonster
Emperor
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Feb 2002
time: 06:30
  Old Post 13-08-2003 16:09 Visit BigFurryMonster's homepage!
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I don't see the fact that GCA has gained a GL and probably built an Army with it anywhere.

Please take that into account!

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:30
  Old Post 13-08-2003 21:04 Visit Trip's homepage!
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quote:
Originally posted by vondrack

Swords.

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