Stick or Carrot?

duke o' york

It don't mean a thing....
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Hello, bonjour, buongiorno, hola, tschuss.

This is the thread for foreign affairs, or at least those concerning our next few turns. Basically, to make things easier for the President, I'd like to propose that we just set attitudes toward all of the civs we are in contact with and then let him use his discretion when we come to negotiate. If you want to disagree with this general direction and give the President less power in negotiations then this is the place to air your grumbling.

The trouble with our foreign policy is that although we know of the existence of all the civs, we can only see English and Mongol ciites at the moment. Of course we have captured a Roman and a Zulu city but we only have a general idea of where their central cities are and this will hinder us in trade or conquest, however we wish to approach these civs. We have contact with the Chinese, and they appear to be coming from the West, but have never seen any cities and they are posing a threat to our technical dominance. We have only heard rumours of another civ calling themselves the Germans from travellers in our land, but these travellers obviously got a bit drunk coming through Mongolia and forgot to bring their world maps with them.

To take them civ by civ, I'm going to ignore the Germans because they would appear to be on the other side of the world and pose no threat to us as things stand. The Chinese would appear to be constructing at least one wonder and they have the tech for Leo's so if they finish in under 4 turns we're in trouble indeed. However, as has been pointed out, they can cascade to something worthless instead of Adam Smith's (the sensible option) and a waste of their shields would be a very good thing.
I feel that it would be best to just let things flow between our countries and not do anything drastic until we have ensured that Leo is safely esconced in our empire. We should avoid contact with them if possible until this point and will then know whther it is a good idea to avoid paying tribute or to start demanding it! :lol:
The Romans may have found Viroconium in a hut as they don't seem to have any other cities that close, but they do have a catapult just inside Dukeshire's city radius and that ought to give us pause for thought. I say that Dukeshire is in a good defensive position, and althought it is likely that the Romans will try to attack it, it should hold at least long enough for us to upgrade to musketeers. We shouldn't try to push them back until we have settled behind it, but afterwards I'd like to see a swift onslaught of capturing and bribing until they are pushed off that continent for good. What does anyone think about attacking the catapult with a pikeman? It would seem foolhardy, but we'll be crushed if it can attack the city. The best would be to rush a dip and bribe it, using it to do our scouting, but can we afford the support or even the bribe?
Although the Zulus have got Leo on their side (but this is the mighty Leowind of the AZC bashers! ;)), they don't pose too much of a threat for the moment. Again, we have no idea where their cities are apart from "Southwards", and so cannot coordinate any kind of trade or massacre yet. They did land troops on our mainland so I doubt that they are too far away, but with our imminent musketeers we can nullify any threat they may bring to our shores. Again, I think we should leave them be for the moment - or at least until we have proper ships that can explore their islands.
With regard to the Mongols I'm quite happy with things as they are. As long as they don't get the chance to land boatloads of legions on our land then they are fairly good nieghbours. Once we are supremely powerful we can reduce them to a single city and start throwing techs in their direction. :) I feel that since they have a legion (doubtless one of several) in close proximity to Dover, they are more than likely at peace or allied with the English. It could be an attacking force, which would be annoying for us as they would probably reduce the size of Dover, making it cheaper to bribe but less worthwhile. And that's my strategy toward the English. Get Gunpowder, bribe Dover just before we get a new tech and then watch as the once-English rubbishy units start to brandish their new shooters. I'd like the trireme on exploratory duty to continue scouting England's borders so that we can get a better idea of their strength. We can always use another trireme to ship troops or a dip across if necessary. :goodjob:

These are just some of my thoughts - please put forward what you think and then we can form some kind of strategy for Kev to follow when he plays the turns tomorrow night. :D

This thread has been brought to you in association with the Ministry of the Interior and with the Ministry of Foreign Affairs
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Thanks a lot for doing all of that, duke. :goodjob:

Seems you've touched a lot on the military aspects as well, and that's a good thing.

To bring you all up to speed on the Roman situation: I moved the diplomat from Viroconium to Dukeshire so there's no need to rush the dip in Dukeshire.

Further, the crusader in Viroconium could move to Dukeshire should the need arise as well.

I feel fairly certain that the Romans are to the West of Viroconium - though how far we don't know yet. I DO have some ships still exploring (boy it's nice having Magellan's now!!). Once they upgrade to caravels we can do some long range searching as well.

Onward
 
I beg to differ, my dear duke of a suspiciously English-sounding name, but the infamous Leowind is currently residing in Hippoville, where he spends far too much time working and occasionally frolicking in the countryside to pay much attention to current politics in his adopted country of UA, or the world for that matter. He hears little of what his Zulu Brethren are doing these days, and is not involved in the least in their foreign policy, but has settled down to a quiet life with his wife, dog, and 2.3 children. Interesting that his one-time nemesis Hippo seems strangely absent from his namesake city :confused:

As to your proposals, they sound fine to me. I would say avoid contact until we have Leos and muskets, then start stomping some butt.
 
Originally posted by duke o' york
What does anyone think about attacking the catapult with a pikeman?

Using the roads, we can get the crusader up to the city this turn, then attack the follwing turn.

I don't like the idea of letting them hit the city just because of the population loss that would occur. If we are going to sacrifice a Pike, let him step out on the hill between the catapult and the city and delay the catatpult until the crusader is in position if needed.

The screen shots I put up have information on the units in the cities as well.

Otherwise, your general overview is good. :)
 
Maybe I'm giving the AI far too much credit here but their catapult is currently in a position to attack my beloved Dukeshire. They won't do this, but if they were smart then the Romans could move the catapult one space down, then one across and because they are on rivers this will leave them with 1/3 move left and a potential attack. Against a fortified pikeman this should not cause any trouble, but if their catapult is a vet and we get very unlucky our pikeman could be in trouble.
I will restate that I doubt that the AI will do this, and will probably just move to the hill if we let it, but this could need attention, and possibly changing the dip in construction to something else. I'd still like to see us bribe the catapult, as although it will eat into our cash, the amount charged could give us an idea of how close the Roman cities actually are. And of course we can disband it to build a settler or something in Dukeshire.
 
Sorry, I don't remember, are we at the start of the turn or the end of the turn right now? If we are at the end, we only have one turn before the catapult hits. The beginning, we have two.

If we have two, I say move the pike out of the city onto the hill and move up the crusader.

If we have one, we have to weigh the costs of bribing the catapult to losing a point of population and a Pike.

I really hope the catapult moves along the river and attacks.

6/3 = 2
If vet then it attacks at a 3.

Our Pike is at a 2, fortified is a 3. Even odds for an attack by a catapult is very good.

Remember, any money we spend on bribing the catapult is money we don't have to rush the Univ in THDP to get to Newtons quicker.
 
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