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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Civilization III > Civ3-Democracy Game > Intersite DG: Apolyton Team > When should make war on GCA? 2
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When should we make war on GCA?
This poll is closed.
6 turns 2 25.00%
10 turns 1 12.50%
No war on GCA/ not 6 or 10 turns. 0 0%
Abstain 5 62.50%
Total: 8 voters 100%
  [Edit Poll (moderators only)]

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MJW is offline MJW
Prince
MN,USA
Jul 2002
time: 23:30
  Old Post 31-08-2003 04:39 Visit MJW's homepage!
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#1 Report this post to a moderator
When should make war on GCA? 2 Support Apolyton, buy Call to Power 2

From turn 112.

This is a real bill.

BigFree is offline BigFree

Emperor
Acampo, CA
Oct 1999
time: 21:30
  Old Post 31-08-2003 04:59
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#2 Report this post to a moderator
Remove this text

These are not exactly the options the Consuls/MoW are looking at. The options should be 3, 7, or 10 turns from the next turn; with listed amount of units available for each posted below the choices for clarification. Alos all pertinent information concerning the CFC/GCA war shoud be included for information.

Ideally, we would have started a discussion thread asking the same question but allowing discussion to follow. Then after a few days, we hold a formal poll on the same question.

I vote to make this poll void. I do not like the choices presented.

Togas is offline Togas
Emperor
California
Jun 2002
time: 21:30
  Old Post 31-08-2003 05:08
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#3 Report this post to a moderator
Inflate your Upload Space

I appreciate that MJW is making polls because no one else has bothered to do so, but what we need (or what I need) is information to be presented in that poll that allows me to make an educated decision about the different options.

I don't know why 6 or 10 turns is better/worse, and I don't know what military we'd have on those turns. Also, once a turn or two is played, it's going to get confusing ... I don't know which turn we're on right now, and which turn this poll is counting from.

My very humble suggestion:

Poll that gives options as Turn #s (112, 118, 120, 123, etc) and tells us the projected/planned military force we'd have ready (in attack position) on that turn.

I know there is some concern also about getting a settler to the point of attack and there is also concern regarding GA planning. Perhaps that information could be included as well from those who are in the know.

Personally, I'd like to see us attack ASAP ... the question then becomes, when is it possible/practical to attack?

--Togas

MJW is offline MJW
Prince
MN,USA
Jul 2002
time: 23:30
  Old Post 31-08-2003 07:10 Visit MJW's homepage!
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Inflate your Upload Space

People pick turn 6 and 10 in the last poll so thats why i made 6 and 10 choices here.

Theseus is offline Theseus

Emperor
The warmonger formerly known as rpodos. Gathering Storm! Apolyton Spirit!!
Apr 2002
time: 00:30
  Old Post 31-08-2003 09:53
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#5 Report this post to a moderator
Suffering from ads?

I voted, but upon review I would like us to follow up on Togas' suggestions.

Now is a time for maximum clarity. We have a few team members who are totally on top of things (/applause), but now is the time for ALL of us to step up and be accounted for.

When do we go to war?

notyoueither is offline notyoueither
Deity
of naught
Aug 2001
time: 22:30
  Old Post 31-08-2003 10:40
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#6 Report this post to a moderator
Support Apolyton, buy Call to Power 2

Damn good question, Theseus.

It somewhat depends on diplomacy, unfortunately. We cannot afford to tell CFC to go to hell. If we leave them adrift, they may well give GCA Feudalism to get peace.

If we go to war in 6, we will lack mercs at the front to protect the mi's. If we go to war in 10, CFC may well have packed it and gifted pikes to our enemies.

We are walking a tight rope. We go to war as soon as needed, but not before we are prepared or have to.

notyoueither is offline notyoueither
Deity
of naught
Aug 2001
time: 22:30
  Old Post 31-08-2003 11:06
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Support Apolyton buy from Amazon

We have 5 mi's, 5 swords in line to upg next turn.

3 mercs

3 horse. One is off to the north to help contain barbs.

Next turn we get a merc and an mi.

2 turns from now we get another merc and an mi.

Add 3 turns to move into position, and we have 12mi, 5merc, 3 horse (maybe 2) in position to move in 5 turns.

notyoueither is offline notyoueither
Deity
of naught
Aug 2001
time: 22:30
  Old Post 31-08-2003 11:07
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Get a bigger avatar today!

The units I have mentioned are vet. We have some regs scattered about, and a few reg warriors that will be used for scouts/mi upgs to combat barbs.

BigFree is offline BigFree

Emperor
Acampo, CA
Oct 1999
time: 21:30
  Old Post 31-08-2003 14:47
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#9 Report this post to a moderator
Inflate your Upload Space

I have posted numbers that can be used for discussion in this thread.

We should discuss it then poll the majority of the discussed options to see what we think as a collective.

I'm also thinking of amending the Constitution to include a clause that says "any poll that recieves more 'abstain' (or banana) votes than any other selection, will be delared invalid."


edit: fixed wording of clause

Last edited by BigFree on 31-08-2003 at 15:33

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