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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:30
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quote: Originally posted by Trip
Right now they have a Horseman fortified within range of the turn -1 staging point. We can simply divert one NM and our GA is assured. |
Using an NM to attack a horseman fortified on a hill is.....questionable to say the least. And if that's the only assured way to gain the GA early on.....
Chances are quite good that either the horse will defeat the NM (wasting a unit) or the horse will retreat out of danger, then the NM will not be at full strength.
Not something I would rely on, anyway. Best hope is that they foolishly attack the stack, I suppose.
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rush
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Tokyo
Jul 2002 time: 12:30
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So far, we talked about building swords, MI, horses, frigates for the battle, but never about Catapults. Should we build a couple of those and add them to our main stack ?
It helps because when GCA attacks us, the Catapult will hit them first, and they may lose a HP. It enhances our chances of winning. And this is probably important because of all the talks about GCA reloading the game. The danger is of course, if we lose the stack, GCA can use the Catapults against us. But if we really lose the stack, it could be game over for us anyway.
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Fried-Psitalon
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Not just another pretty face.
Dec 2002 time: 00:30
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A few notions that need to be pointed out:
We should ASSUME that GCA will do the best thing for them- and hole up in a city. We should make plans with this in mind; how we may have to feint for other cities to draw out units, or see how they react when we move past, and so on.
I think it likely that GCA may not expect AGC's arrival- and we should in fact PLAN for AGC's arrival.
I would actually submit that if GCA does the smart thing and turtles, we should prepare an entire plan NOW based on pushing past Catchopolis, threatening further south, and returning with the arrival of group AGC to smash Catchopolis from both sides at once.
Remember, if GCA plays this smart, they won't leave the cities - so let's plan to take advantage of their fixed positions. Any fixed position is vulnerable if you exploit it - so let's make plans to do so. If we swing 2 squares south of Catchopolis, they will HAVE to show something, whether it is troops running south or an attempt to engage us, particularly if we straddle the road. If they show nothing at all, we know the southern city is free for the taking, because they wouldn't leave Catchopolis open to us to begin with.
Again, final emphasis: ASSUME GCA WILL PLAY SMART. Anything less is an insult to them, and a fatal error for us. We can win this on raw brute force and taking advantage of their fixed-position strategy if nothing else; let us plan for that eventuality, and if they play less than perfectly smart, we can take advantage of that at the time.
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Trip
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Hunt Valley
Apr 2002 time: 00:30
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quote: Originally posted by rush
So far, we talked about building swords, MI, horses, frigates for the battle, but never about Catapults. Should we build a couple of those and add them to our main stack ?
It helps because when GCA attacks us, the Catapult will hit them first, and they may lose a HP. It enhances our chances of winning. And this is probably important because of all the talks about GCA reloading the game. The danger is of course, if we lose the stack, GCA can use the Catapults against us. But if we really lose the stack, it could be game over for us anyway. |
Some of the smaller cities are working on Catapults right now. Which or how many, I'm not sure.
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Trip
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Hunt Valley
Apr 2002 time: 00:30
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Just a bit of an update for the upgrade situation.
Right now AGA has 10 Swordsmen, which means it will take 200 gold total to upgrade all of them. Currently we have 87 gold, which will become 89 after next turn. Once we get to Republic we'll be at ~33 GPT, which we can use as the rough estimate of what we'll be making in the near future (though it will vary due to new units and new city growth). There are 2 barb camps within range, which is an extra 50 gold. So excluding what we'll be making after Republic, that's 139 gold. This means at 100% tax we'll have enough cash to upgrade all of our Swordsmen to Med Infs 2 turns after Republic if we spend every last penny.
In addition, we will need gold to investigate GCA's cities the turn we attack. Size 2 Elucidium costs 26 gold (would be less since it's now size 1, though it may have grown to size 2 again at the time we attack). Size 1 Zarigueya is 17 gold. Size 2 Goatcity is 29 gold. Size 4 Algalord is 52 gold. Size 5 Balance of Power is 69 gold. Size 2 Server Fire is 36 gold. Size 6 Catchopolis is 77 gold. Size 3 Dun na Anarchy is 52 gold.
So if we want to investigate Elucidium, Zarigueya, Goatcity and Algalord it will cost us 124 gold, which is 4 turns of 100% tax. Those cities minus Algalord will cost 72 gold, which is 3 turns of 100% tax.
In addition, we need to know the exact date we are going to attack 5 turns in advance in order to be able to upgrade our Med Infs. and position the units correctly for the invasion (as I mentioned previously in this thread). Finally, we need the road 2 of Cuido to be finished. It should be done in 5 turns, though it may be 4.
All things considered, FIVE turns from now is the soonest we can attack, if we move AGA's Swordsmen towards Ming on this turn (3 to build cash [including 1 turn of anarchy], 5 to move AGA's units and 5 to finish the road 2 of Cuido).
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wervdon
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We won't be able to immediately due to resistance, however with the size of our forces, resistance shouldn't last more than a turn or two.
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Dominae
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There is, of course, the time required to starve a city to consider. Size 1 cities rarely flip, but it takes (for example) 5 turns to starve a size 5 city, during which time the chances of flipping are the greatest.
Ever bombard an enemy city mercilessly until you've killed all but one of its population? I have...and it's not just because I'm as evil as my avatar looks.
Dominae
Last edited by Dominae on 26-08-2003 at 06:33
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