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Lord Nuclear is offline Lord Nuclear
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Jun 2002
time: 21:30
  Old Post 15-08-2003 03:52
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EDIT: Darn a DP with asleepathewheel
Wait a second... to trigger our golden age one of our NM's need to score a win. How are we going to do that? If they are on the first of the stack they could lose...

Trip is offline Trip
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Apr 2002
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  Old Post 15-08-2003 04:04 Visit Trip's homepage!
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quote:
Originally posted by Nuclear Master
Trip how long would it take to build a horseman and an MI?

A Horseman and an MI right now? Probably just a few turns after we get Republic... 5 at the most.

Trip is offline Trip
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  Old Post 15-08-2003 04:04 Visit Trip's homepage!
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quote:
Originally posted by asleepathewheel
I wouldn't count on the GA yet, in the early turns, if they pull back and turtle, our NMs might not have a chance to kill anything for a while.

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.

E_T is offline E_T
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Mar 2001
time: 00:30
  Old Post 15-08-2003 05:20
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quote:
Originally posted by Hagbart
It's really hard to make a full scale plan for how a hole war should progress turn by turn. I'm sure that someting unexpected will happen and we will need to change our plan.
But I think it's great that we have out initial moves ready for when the war begins.


No Plan survives first contact with the enemy....

quote:

We WILL win this war, I'm confident of it.


So am I

E_T

Trip is offline Trip
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  Old Post 15-08-2003 06:22 Visit Trip's homepage!
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It will take four turns from where AGA is now to have the Swords upgraded and in position for turn -1. So the chart should ACTUALLY start at turn -5. Which I'll correct in the first post right now.

asleepathewheel is offline asleepathewheel
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Mar 2002
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  Old Post 15-08-2003 06:47
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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.

Trip is offline Trip
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  Old Post 15-08-2003 06:59 Visit Trip's homepage!
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We have to kill the horse either way to prevent them from spotting AGB.

rush is offline rush
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Tokyo
Jul 2002
time: 12:30
  Old Post 15-08-2003 07:17
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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.

Fried-Psitalon is offline Fried-Psitalon
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Dec 2002
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  Old Post 15-08-2003 07:26
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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.

Trip is offline Trip
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Apr 2002
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  Old Post 15-08-2003 07:36 Visit Trip's homepage!
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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.

BigFree is offline BigFree

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Oct 1999
time: 21:30
  Old Post 16-08-2003 02:21
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None of the cities are working on Cats that I'm aware of, the last save I got from CGN shows that we are not building any Cats.


Here's something that we should be aware of:

Our worker named "Yo" is 2 of Cuido building a road in order to bypass the river crossing. There's already a road connecting us to GCA. In GCA's eyes there must be no ther reason to build that road other than to preparing a quick moving invasion route towards them. GCA will be very suspecious of that. In fact, I would count on them to start preparing for it. They might even offer peace to CFC on terms more acceptable to CFC since they fear an impeneding invasion by us.

They may even inquire about this road....what will be our position?

Togas is offline Togas
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Jun 2002
time: 21:30
  Old Post 16-08-2003 02:49
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First, I don't believe they will see the worker. If they do, we explain that we're relocating one of CDG's cities and want to add roads next to the river tiles and then move our jungle-clearing horde of workers in there quickly, kill the jungle, and move efficiently out. We save worker turns by having a road already there in place and moving a huge stack into a non-roaded tile wastes a lot of worker turns.

--Togas

Trip is offline Trip
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  Old Post 16-08-2003 03:24 Visit Trip's homepage!
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I don't think it will matter. If they DO see the road they will make their own conclusions about it, and there's nothing we can do about that.

However, that having been said they shouldn't be able to see the road at all as long as WBF stays where he is.

Edit: Actually, they can. I hadn't seen the road 3 of BF.

Last edited by Trip on 16-08-2003 at 22:49

Trip is offline Trip
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  Old Post 16-08-2003 23:11 Visit Trip's homepage!
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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).

BigFree is offline BigFree

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Oct 1999
time: 21:30
  Old Post 16-08-2003 23:58
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quote:
Originally posted by Togas
First, I don't believe they will see the worker. If they do, we explain that we're relocating one of CDG's cities and want to add roads next to the river tiles and then move our jungle-clearing horde of workers in there quickly, kill the jungle, and move efficiently out. We save worker turns by having a road already there in place and moving a huge stack into a non-roaded tile wastes a lot of worker turns.

--Togas


That's a perfect idea. I think we should adopt that as our stance should they ask.

Trip is offline Trip
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  Old Post 22-08-2003 05:16 Visit Trip's homepage!
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First post is fully updated, so if you're at all interested in the ongoing plan please re-read the entire first post to catch any and all updates.

rush is offline rush
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Jul 2002
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  Old Post 22-08-2003 05:43
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Maybe we should set aside some funds to rush build Barracks or Walls in the captured city too ? This allows our forces to get a full turn rest before moving on to the next target/city.

wervdon is offline wervdon
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Nov 2001
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  Old Post 22-08-2003 07:20
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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.

BigFree is offline BigFree

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Oct 1999
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  Old Post 22-08-2003 11:41
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That a good idea, I often do so in my SP games. We can access each situation as it presents itself.

roadcage is offline roadcage
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Nov 2001
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  Old Post 25-08-2003 16:04
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Check out the display selecting culture. Ours sucks. GCA's is mucho mucho grande. We need to be concerned with culture flipping during the upcoming war.

Fried-Psitalon is offline Fried-Psitalon
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Dec 2002
time: 00:30
  Old Post 25-08-2003 17:23
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We can always leave one regular warrior outside each town we take to retake it and then move back out if there are any problems.

I was also under the impression that rebellion-flipping was affected by the governments of the parties involved (us=Republic, them=Despotic) and happiness (we're #1!) so I would think that these effects would be lessened?

Really, it seems rather unlikely in this case, but perhaps we've found a use for our regular warriors if it IS indeed a problem?

BigFree is offline BigFree

Emperor
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Oct 1999
time: 21:30
  Old Post 26-08-2003 00:51
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Got spare money?

If you starve a city down to 1 population, then culture flipping is very very low. In fact, I've never had a city with a pop of 1 flip, ever.

Dominae is offline Dominae
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Jan 2002
time: 00:30
  Old Post 26-08-2003 03:38
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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

BigFree is offline BigFree

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Oct 1999
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  Old Post 26-08-2003 04:00
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Yes I have!

Algalord(size 5), Catchopolis (size 6) and BoP (size 5) are the only ones we have to worry about starving down. I've even gone as far as rushing both workers and settlers from larger cities to help get them down to size quicker.

notyoueither is offline notyoueither
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Aug 2001
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  Old Post 26-08-2003 09:20
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Put an end to popups!

Actually, you convert all of the pop to specialists (tax collectors). They count as happy IIRC. At any rate, I have never had a city flip while in starve mode, either.

Trip is offline Trip
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  Old Post 26-08-2003 09:44 Visit Trip's homepage!
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quote:
Originally posted by Fried-Psitalon
We can always leave one regular warrior outside each town we take to retake it and then move back out if there are any problems.

Problem is that they get a free defensive unit. I doubt the Warrior would have much luck against a Spear.

BigFree is offline BigFree

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Oct 1999
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  Old Post 26-08-2003 12:56
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quote:
Originally posted by Trip

Problem is that they get a free defensive unit. I doubt the Warrior would have much luck against a Spear.


I think that only happens in SP play and not in MP...

BigFurryMonster is offline BigFurryMonster
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Feb 2002
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  Old Post 26-08-2003 13:00 Visit BigFurryMonster's homepage!
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Interesting theory, BF! Anyone care to test this?

BigFree is offline BigFree

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  Old Post 26-08-2003 13:07
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BFM, I'm 99% sure of it. I just can't remember what game I was playing when it happened.

Maybe someone else can confirm...

Trip is offline Trip
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  Old Post 27-08-2003 05:04 Visit Trip's homepage!
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Lose 30 kilos (of popups)

Hehe... I guess culture flips aren't going to be much to worry about at least...

 
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