Hi, I've read leif's well-written report throroughly and after some

I came up with these points:
leif erikson said:
We shouldn't war too early as we want them to get to Map Making for us, which we can get in a peace deal.
Second that, of course, despite my other message. We might have to change our tech trading strategy throughout the game. We need to buy and sell a lot in the beginning which would be described as classic "tech brokering". Then we'll have to get wars going, research by ourselves faster then they do (therefore early aggressive expansion) and slow down the AI by alliances. Good thing is we probably can wage as many wars as we want because the AI cannot execute naval invasions.
leif erikson said:
After 20 turns, they nearly always gave cities for peace, even though we didn't do any damage to them.
To lift the price in a peace deal we could leave some defined settling space for oversea civs to settle in (some kind of civ zoo

). In the case of war we can take/retake those cities to inflict damage especially to republican civs.
leif erikson said:
Later. The problem I then encountered is what to do with these cities.
The question I'd like to raise is if we really need to constantly get cities throughout the game. An alternative might be to play some kind of "space race" strategy until helicopters are available. We could expand where neccessary, put the focus on science, build up a large military and and finally switch to conquest strategy. I underline leif's statement:
leif erikson said:
I think that whoever can stay ahead in the tech race will have a leg up in the fastest finish.
Successive wars throughout the game could hinder us in research.
leif erikson said:
we have no airfields, we're vanilla! Ah, u mean airports!
I noticed some confusion among us how air transport works. I did some testing and compiled an example list of what we can do with what units:
Code:
unit type Airlift Heli
---------------------------------------------------
Infantry type ground troops O O
Marine, Paratrooper O O
Tank, Mod. Armor O X
Mech. Inf. O X
Cavalry O X
any Artillery unit X X
Cruise Missile ? O
Settler, Worker, Scout, Explorer ? O
Airlift by airports can transport 1 unit per airport per turn! This method is very slow, but allows us the air transport of mechanized units. Artillery units from catapult to radar arty cannot be airlifted/airdropped in any way
and so can't be civil units!
edit: forget about this one

; according to Alans game description they can be airdropped, Cruise Missiles too. No info about airlifting, though.
An airdrop from Heli (range 8 tiles) consumes the movement points of the transported units. The heli has to be stationed in an airport. Thus, it's not possible with a heli to pick up (evacuate) units!
A paratrooper (we should not overlook this unit class) can perform an airdrop without the help of an heli in 6 tiles range from a city with airport.
Here we can also define some civ terminology: 'airdrop' means an air movement of a unit from an airport to a random tile; 'airlift' means (to make use of) the capability of airports to transport units between them.
That it for now. Hope it helps.
