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MrWhereItsAt
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New Year's Resolution: 2005 is the year of Where It's At - come get some.
Nov 2001 time: 17:31
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To be edited only by the Consuls and Ministers.
Status:
- Republic
- Researching Invention (35) 1 scientist.
- 27 gold - +180 +6gpt = 213 if CGN agrees to the Republic and WM trade .
- +25 gpt +31gpt if that CGN deal goes through
- Slider at 9/0/1 tax/sci/lux
Urgent questions & tasks
- Trade agreement written up with CFC. Done?
- Plans for continuing the war - how best to proceed?
- Do we give CFC contact with CGN?
- What should our new unit build proportions be?
- Safe passage for Po in WT's sealanes. Same treaty as with CGN?
Unit Movement & Actions:
Please note all change in units in AGA and AGB!
Unit Roster
AGA contains: 7 vet MIs (01 through 07), 3 vet NMs (06, 08, 10), 1 elite Warrior (06), 2 regular Warriors (02, 12), 3 Catapults (01 through 03) (16 units).
AGB contains: 7 vet MIs (8, 11, 14, 18 through 21), 2 vet Horsemen (01, 03), 2 vet NMs (10, 12), 1 regular NM (02), 2 Catapults (04, 05) (14 units)
Damaged units healing: M13, 15, 16, 17
War Casualties: M09, M10, N09
1 vet Horseman and 1 Catapult are active units which will be added to AGB later.
Non-War Orders
G01 Princess of Apolyton [WhiteBandit] moves 2-2-2 then uses FORTIFY ALL trick with WB.
G02 Expedition remains fortified in case we need to pick the Swordsmen up.
M12 BigFurryInfantry moves 1-2-1; heading for the barb camp southeast of Equilibrium (3-3-3-3-6 : six turns).
H02 vonHorseman remains fortified in Mingapulco until healed; it will then rejoin AGB.
N01 MerZenary moves 2; watching out for barbs in the north.
N04 Togas moves 4-4; looking out for barbs as the Workers make their way west.
N05 Enamel moves 2-2; heading for barb camp in the southeast peninsula.
N13 ZargonX moves 1-2-1 to Cuido 8.
N14 Pikesfan moves 1-1-2 into Karina.
N15 OPD moves 1-4-1 to Cuido 8.
N16 Sharpe moves 1-2-2 to Nevermore 8.
War Orders
C01 through 03 added to AGA
AGA moves to Random Outpost 8-7.
AGB moves to Random Outpost 8-8.
S02 Flash pillages the iron road.
S01 Jagjef attacks GCA Sword in Dun na Anarchy.
C06 moves to Nevermore.
M13, 15, 16, 17 all move to/fortify in Nevermore to heal.
All other units to remain as they are.
Please take all discussion on the war to the Turn-by-Turn thread.
Economy:
Apolyton - Building Num Merc (turn 2 of 3). Change build to Horseman.
Mingapolco - Building Num Merc (turn 2 of 3). Change build to Horseman.
Bananatopia - Building Num Merc (turn 2 of 3). Change build to Horseman.
Incensity - Building Num Merc (turn 2 of 3). Change build to Medevil Inf (turn 2 of 5).
Nevermore - Building Worker (turn 2 of 10).
Tripoli - Building Barracks (3 turns left).
Equilibrium - Building Walls (turn 17 of 20).
Cuildo de Alcohol - Cat Build, start building Settler (turn 1 of 10).
Hispanica - Building Barracks (last turn).
Possumopolis - Building Cat (turn 3 of 5).
Karina - Worker Built, start building Cat (turn 1 of 10).
LuxInvicta - Granary built, start building Settler (turn 1 of 7 schedualled)
Big Bend - Building Worker (4 of 8 schedualled). Change build to Catapult (4 of 12 schedualled)
BigFurryCity - Barracks built, start building Mid Inf (turn 1 of 4)
Heart of Darkness - Building Cat (turn 3 of 6 shedualled).
WF:
Apolyton - starting WF 3-4-8-12-13-18. Change WF to 3-4-6-12-13-14
Mingapolco - starting WF 4-8-9-10-15. Change WF to 2-8-9-11-15 (working game).
Bananatopia - (grows this turn - requires 28 RAW trade to keep from Civil Disorder) starting WF 2-4-5-6-8-16-19 (working game). [color=blue]Change WF to 2-3-4-5-6-7-16-17.[color]
Incensity - starting WF 5-6-7-17. NC.
Nevermore - starting WF 8. Change WF to 7.
Tripoli - starting WF 2-7-17-18. Change WF to 7-16-17-18.
Equilibrium - starting WF scientist. NC
Cuildo de Alcohol - starting WF 1-19. Change WF to 10-19.
Hispanica - starting WF 1-2-3-4. NC.
Possumopolis - starting WF 7-14. NC.
Karina - (Worker built) starting WF ??12??. Change WF to 11.
LuxInvicta - starting WF 5-6-13. Change WF to 8-9-14.
Big Bend - starting WF 3. Change WF to 1.
BigFurryCity - starting WF 6-7-19-20. (added 2 workers) Change WF to .
Heart of Darkness - starting WF 3-10-11. Change WF to 10-11-13.
Workers:
Referance: Map of tiles still needing Improvements
Dan & Gits - tile cleared, workers frozen. Will road next turn.
Go3 (MrWIA, EVC & Dejon) - Mine Built, Workers Frozen. Will Mine Banana 6 (WF #3) next turn.
Monkee & CalcII - 3 turns left to clear.
Mark & Otto - 5 turns left to clear.
Squid and Horse - 4 turns left to clear.
New Worker from Karina - move 8-8 to Mingapulco 1 (WF #6), will start to clear next turn.
panag & Spink - Mine done, Move panag to BigFurryCity and have him join it. Spink is frozen this turn. Spink will join Hispanica next turn.
Rush - move to BigFurry City and join it.
Yin, Lib & Slave Farb - Road done, Yin Frozen, Move Farb & Lib 7 to Equil WF #18, those 2 will road and Yin will move towards the silks next turn.
Diplomacy:
GCA: WAR
CFC: NAP expired.
Comment, please, many "plans" are just suggestions or ideas, not decisions already made.
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Note: keypad directions used for all except WF orders.
Discussion and basic reporting to follow. See the topped thread for comprehensive results
Last edited by E_T on 01-10-2003 at 10:12
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Dominae
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I think we should continue building MIs until we have a firm grasp on how the war with GCA is going to pan out, then switch to Horsemen exclusively.
Dominae
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Dominae
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I would just like to point out that Horsemen are far weaker versus human opponents than against the AI. We can expect every GCA unit we fight to benefit heavily from defensive bonuses, from Walls to fortifications to terrain. They may even have some Catapults to back them up. This is especially true under the (reasonable) assumption that GCA will turtle at this point instead of meeting us in the field.
Therefore, any reinforcements that we think we will need should be Med. Infs. We still have ~10 Warriors to upgrade, but I'm not sure if we're going to spend all our Gold on that.
Our Med. Infs. will take down their cities, not our Horsemen. It's great to have a couple of the latter in our stacks just in case, but mostly I think our Horsemen should not see battle until they become Knights or Cavs. There's no point in building units that we will not use right away.
Dominae
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Dominae
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quote: Originally posted by Aggie
Actually I agree with the concept of more horse. That is one area where we are(very understandably) lacking. We have the power in the field, now it is imperative that we build horse for quick exploitation.
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Quick exploitation of what, and how? The argument is that Horsemen will not do as much against GCA as Med. Inf. will. What is required is a counter-argument stating exactly why Horsemen will be useful against GCA, or at least why we need more Horsemen in general.
The worst-case scenario that I can think of at this point is our only option being a bunch of Horsemen smashing themselves against heavily defended GCA cities. We have Catapults, we have Mercs., now let's build more of our heavy hitters and take some cities.
And, just to make myself look cool, here are some battle odds:
Vet. Horsemen versus fortified Vet. Spearmen behind Walls: Horsemen wins 20% of the time, retreats ~40%.
Vet. Med. Inf. versus same defender: Med. Inf. wins 54% of the time.
Dominae
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Dominae
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* Dominae gives Trip a look.
Who cares about Knights at this point? Are we still planning to be fighting GCA when we get Chivalry? Let's get this over with as quickly and efficiently as possible. We'll build up Horsemen later.
Admittedly we could use a few more Horsemen, but a ratio of 2:2 (to Med. Infs.) seems like too much to me. One city on Horsemen should be plenty. Remember that our Horsemen will not actually be dying a lot, since 1) they can retreat, 2) they will only be attacking injured units. In contrast, we will see frequent Med. Inf. casualties.
Dominae
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Dominae
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Sorry, I thought your 2:2 ratio reflected our current number of military cities (because 2:2 is usually reduced to 1:1...).
If 7 is the real number, then I suggest putting 2 10-Shield cities on Horsemen, 1 one Mercs. and the rest on Med. Infs.
Dominae
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Dominae
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We can expect 50% losses for our Med. Infs. once we start conquering GCA cities. I would like to know if we currently have enough Med. Infs. in the field to win the war versus GCA with this figure in mind. My guess is we do not.
Dominae
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Dominae
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And also, if we are really serious about upgrading those 10 Warriors, we should be stockpiling Gold instead of rushing Catapults and whatnot.
Dominae
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Trip
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Hunt Valley
Apr 2002 time: 00:31
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AGA contains: 8 vet MIs (1 through 7, 17), 3 vet NMs (6, 8, 9), 1 elite Warrior, 2 regular Warriors (14 units).
AGB contains: 12 vet MIs (11, 13 through 16, 18 through 21), 2 vet Horsemen, 3 vet NMs (10 - 12), 1 regular NM, 6 Catapults (24 units)
1 vet Horseman is an active unit which will be added to AGB later.
Non-War Orders
G01 Princess of Apolyton [WhiteBandit] moves 1-1-4 then uses FORTIFY ALL trick with WB.
G02 Expedition moves 6-9-8; will go up the coast scouting and may pick up more units to drop off later.
M12 BigFurryInfantry moves 1-2-1; heading for the barb camp southeast of Equilibrium (3-3-3-3-6 : six turns).
H02 vonHorseman remains fortified in Mingapulco until healed; it will then rejoin AGB.
N01 MerZenary moves 2; watching out for barbs in the north.
N04 Togas moves 4-4; looking out for barbs as the Workers make their way west.
N13 ZargonX moves 1-2-1 to Cuido 8.
N14 Pikesfan moves 1-1-2 into Karina.
N15 OPD moves 1-4-1 to Cuido 8.
N16 Sharpe moves 1-2-2 to Nevermore 8.
W07 WhiteBandit disembarks if there is a non-GWT tile to land at (unlikely).
War Orders
A lot depends on what GCA does. Most of the individual orders will have to be given in chat.
Under almost any circumstances AGA will capture Rye/Elucidium. Hopefully they will capture it with few losses, and the rest of AGA can move to Random Outpost 8. AGB then moves to Elucidium. N02 Mao remains where it is and N10 Kloreep moves to Elucidium 6-3.
Flash pillages the iron road and Jagjef fortifies.
All other units to remain as they are.
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pikesfan
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Is the horse square going to be pillaged too?
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All times are GMT. The time now is 05:31. Apolyton Time is 00:31. |
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