I think our strategy on how to defend the dogpile will depend a lot on how the game looks around turn 160. If everything is going well, we should be marching through Germania and negotiating with Civplayers and Apolyton about extensions.
(May 9th, 2013, 17:35)pindicator Wrote: I think our strategy on how to defend the dogpile will depend a lot on how the game looks around turn 160. If everything is going well, we should be marching through Germania and negotiating with Civplayers and Apolyton about extensions.
I agree with this, but it wouldn't hurt to think about pinch-points, staging-posts and where we want roads for self-defense before this point. I'm sure this is all stuff Sulla has been thinking about as a matter of course, but it'd be good to go over where enemy stacks could come from and how we'll dismantle them.
My take of the upcoming war is that the Germans are probably more inclined to defend against WPC's attack than ours. First, because there they actually stand a decent chance to deal out some damage with units on the same tech level and they have crossed blades with them before.
So an early blunting of the WPC thrust is likely. Which means we would have to take care of most of the conquering as no matter what our deals say with WPC, we need that war to end as quickly as possible. Spoils sharing can be discussed with WPC later.
The cities furthest away are 16-17 tiles distance. Safely marching a capturing force up there will take a lot of time. As much as I would prefer Sullla's 15-20 turn estimate, I would put my money on 25-35 turns until the Germans are wiped out.
Also: separate thread for war tactics?
mh
"You have been struck down!" - Tales of Dwarf Fortress
---
"moby_harmless seeks thee not. It is thou, thou, that madly seekest him!"
(May 10th, 2013, 13:29)mostly_harmless Wrote: Also: separate thread for war tactics?
Yes.
Agreed.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
(May 10th, 2013, 13:29)mostly_harmless Wrote: Spoils sharing can be discussed with WPC later.
from the game rules Wrote:02. In Game Actions
c. City Gifting - Conquest, culture flip, UN resolution, and AP resolution are the only permitted methods of city transfer.
So - if we are going to share the German spoils, it would have to be via a dummy war.
I have finally decided to put down some cash and register a website. It is www.ruffhi.com. Now I remain free to move the hosting options without having to change the name of the site.
(October 22nd, 2014, 10:52)Caledorn Wrote: And ruff is officially banned from playing in my games as a reward for ruining my big surprise by posting silly and correct theories in the PB18 tech thread.
(May 10th, 2013, 19:06)NobleHelium Wrote: Pretty sure our "deal" with WPC is "everyone keep what they get" and we're sticking to that...
That was my recollection too - and fine by me. Seemed that MH was a little undecided / unclear about city division.
I have finally decided to put down some cash and register a website. It is www.ruffhi.com. Now I remain free to move the hosting options without having to change the name of the site.
(October 22nd, 2014, 10:52)Caledorn Wrote: And ruff is officially banned from playing in my games as a reward for ruining my big surprise by posting silly and correct theories in the PB18 tech thread.
Contact WPC yes, but not about dividing the spoils. I think we need to discuss the following points primarily:
Should we aim to declare war on T150 or some other later turn (our NAP runs out on T150, so one can make the case that we shouldn't declare until T151)?
What is the general plan and routes of advance for each of us? Apart from them coming from the east and going west, and us coming from the south and going north, that is. What will be our primary objectives to take on the first turns of the war?
Intelligence sharing, mainly about the disposition of the German military.
How to handle a naval campaign, if needed.
All those things needs to be discussed before we start to settle on dividing the German lands prematurely.
Furthermore, I consider that forum views should be fluid in width