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Term 1 - Nominations for External Counsul

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Chieftess

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Consul for External Policy - Oversees long term planning of policy regarding other nations. This includes military plans and foreign affairs.

This is a merger of Military and Foreign Affairs.
 
I self nominate and accept my nomination. I don't have C3C so I will be leading strategy discussions based on available forum info.

!st term I expect these discussions to revolve around unit mix, exploration, and general foreign policy.
 
I nominate myself, and as soon as i figure out what this job does i will post how im better at it than all my competitors.
 
Nobody said:
I nominate myself, and as soon as i figure out what this job does i will post how im better at it than all my competitors.
long term military and foreign affairs planning
 
I will tentatively decline my nomination here, but will still participate in any debates. Any questions for the candidates?
 
Questions for the Candidates:
1. Should we get into early wars if it means we can eliminate neighbors?
2. Should we heavily trade or trade sparingly in hopes of slowing the global tech rate?
3. Should we give in to harsh demands to keep the peace?
 
A few more stategic questions for the candidates before I provide my own answers:
These questions (and I assume Black_Hole's as well) are asking for your personal opinion unless stated otherwise. It is understood that in your Strategic Role you will be leading discussions and polling on these matters.

4. Production targets: What is the appropriate target number of military units in relation to the "free unit support level" in the Ancient Age?
5. Exploration: How many units should be allocated for exploration?
6. Unit Mix: What is ratio of offensive/defensive/bombard units should we target?
7. Military Improvements: How soon should we target Barracks?
8. Veteran Troops: What should our policy be on building "regular" troops?
 
damn, forum downtiem caused me to lose my post.

quick answers before I have to go.

1. No. We should concentrate on expansion and exploration in the early game.
2. We should trade heavily. The AI can research quickly and we should trade quickly to get a profit.
3. No. We should not give into harsh demands. Token demands for maps or pocket change can be acceptable.
4. Early-AA we should concentrate on what our cities can produce and not worry about targets. Mid-AA we should target 75% of the free unit support level for military troops.
5. We should allocate up to 4 warriors and 2 curraghs for exploration. It is important to explore as much of the workd as possible as quickly as possible.
6. We should only produce offensive units. A rare exception can be made if there is an immediate need for something else.
7. We should designate some cities as military pumps. These should build a barracks first and then troops and other improvements.
8. Once the explorers have been built we should build only veteran troops. Ocassional exceptions can be made in the case of a pressing need.
 
I have changed my mind, i will not stand for this position. i do like the FA but i don't really like the new way of things, for instance why culture has its own department but trade FA and military are combined.
 
This position also pertains to the Foreign Affairs ministry in the traditional government.

  1. When do you typically establish embassies? As soon as possible, or when needed for a specific purpose?
  2. Conquests does not allow contact trading until printing press, how does this affect your planning for foreign relations?
  3. When dealing with nearby neighbors, would you try to force their GA too early, or try to keep them from having one?
 
I will call DaveShack's questions 9, 10, and 11.

9(1). In my personal games I don't establish embassies until I need them for something.
10(2). This causes a greater need to make sure that the entire world is quickly explored by both warriors and curraghs. If we only have contacts with immediate neighbor's then it will be difficult to keep tabs on world happenings.
11(3). It depends on when they are likely to gain a GA. If I can gain a significant tech lead I will also let them have a GA but I will try various tricks to try and suck up 101+% of their income.
 
ok people, wake up. The External and the Domestic Consul are two of the most important positions during the early game. They will lead and guide the discussions to guide the tactical directors. I'm the only person running for both of these (and I don't own C3C!!). My intention is to make sure that both of these positions have a real election with real debates. To do this we need at least 3 more citizens split up between these offices. I will run in whichever office doesn't have 2 people running. Newbies, these offices are new to everyone. Here is your chance to place your mark on the game. I was a newbie half-way through the last DG. All you need is to be reasonably intelligent and be willing to state your mind and argue your positions.

This will be posted in the Domestic thread too.
 
Nobody said:
I have changed my mind, i will not stand for this position. i do like the FA but i don't really like the new way of things, for instance why culture has its own department but trade FA and military are combined.

Trade is actually part of "Resources and Technology".

The point of grouping Military and FA is that we're either at war (Military) or peace (FA).
 
I'll accept my self-nomination here.

The assumption MOTH stated with his questions holds here, of course.
1. I think at this early stage, peaceful expansion is more efficient than war. Perhaps towards the end of the term a violent approach could be considered.
2. I think heavy trading is important to ensure tech parity.
3. It depends on the danger of the demanding civ and your definition of "harsh" (I'll assume something other than gold or maps or a tech they could get cheaply). If it is a civ that cannot reach us quickly or if our military can fend off their attacks, refusing the demand would be okay. If we don't think our military is strong enough to defend us (meaning the loss could be worse than giving in), giving in would be the reasonable choice. We should try to avoid giving in to demands that will make them more powerful (strategic resources in particular).

4. I don't think the free unit support limit is really the factor for number of units to have; we should first have enough units to explore, then some MPs, then enough to provide a sufficient defense so a sudden attack wouldn't be crippling, then enough to attack if desired. Specifics are difficult to give in a general situation.
5. I usually like to send warriors/scouts in each open direction (possibly up to four, depending on the landmass), and curraghs in both directions, with more if more possible paths appear. Less warriors/scouts and more curraghs if it is an archipelago.
6. Since this is the first term, the focus will be primarily offensive units. Late in the term, if we plan to attack a strongly defended position, some catapults might be needed (generally on Emperor cats aren't needed for most attacks).
7. The tools for expansion (ie settler and worker production) should be set up first, then there should be some cities to start producing military units.
8. Scouts and a couple of MPs can be regular, then the rest should be veteran. Ships also can be regular (although I'm sure that wasn't an intended point).

9. If there is a lot of money without an intended purpose, I typically will establish embassies. If money is limited, I typically will only establish them if I have a specific reason to do so (other than just to make them happier).
10. It means it will take longer for explorative methods to meet new civs. It doesn't really change planning, the exploring units just have to continue to try to find new civs for a longer time.
11. I probably wouldn't try to force a GA. If I did, I would try to make them use it in despotism fighting someone else (in such a way our enemy wouldn't be a problem).
 
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