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After action report "The Great Bobian War"

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  • I was surprised you didn't stroll round Pamplona towards New Madrid. Perhaps our Knights between Alamo and Pamplona we deterring that, as they were deterring the attack on Pamplona.

    We wanted to build up strength around that Saltpeter (not that we knew it was there - we just liked the hills) and build a city there, but ended up diverting forces to the Pamplona/Alamo stack, and we didn't have the right amount near Barca to be able to push the settler forward and found it.

    Thing is, if we'd held back those forces in the SW for the 'Barcelona Barricade', Pamplona would have been taken sooner and the front line would have gone anyway. The feeling was that we had to try and defend Pamplona, and we didn't have enough to do anything else. We did, but they were coming south from the GoW landings (there were more troops than you saw in the north, btw ).

    Despite damning myself for the atrociously stupid and incompetent move that lead to our final defeat at Pamplona, (for which my soul will burn for eternity), the facts remain that we could never, ever have defeated 3 civs with superior units and with us missing an essential resource and facing naval logistics requirements - to gain a permenant, viable ecomonic base on Bob.

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    • I still can't believe we don't have any saltpeter on Stormia. I mean, look at it!

      Bah. We don't need no steeking Cavalry!

      We better have coal and rubber, damnit.

      -Arrian
      grog want tank...Grog Want Tank... GROG WANT TANK!

      The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.

      Comment


      • Originally posted by Arnelos

        No, unfortunately we did not. It was hoped that no one would even NOTICE the unit warp. Not only did you notice, but you assumed that the unit warp was worse than it was.

        So I don't think we were fooling anyone.

        The only thing we DID manage to keep under wraps for a very long time was just how truly miniscule of a gain we made by use of unit warp. The question is... was that really a secret WORTH keeping?

        :shrug:
        Probably not ... it was an "exploit" that GoW thought so grave, that we were very close to using an "exploit" in return.


        Originally posted by Cort Haus
        We would have certainly noticed the double-worker move had it happened on our retreat. We spent hours planning that retreat - pillaging the road to the hill outside Barca, and you couldn't have touched us on the next turn. Our best move of the previous dozen possibly! If we'd been smacked up that turn then we would have known about the double-worker shuffle, alright.
        I dont think we planned on keeping it secret.

        In fact, we probably hoped GS would realise what happened. It was to show much GoW disliked GS/RP using the warping exploit, and that we were willing to fight fire with fire.
        "No Comment"

        Comment


        • Originally posted by Arrian
          I still can't believe we don't have any saltpeter on Stormia. I mean, look at it!

          Bah. We don't need no steeking Cavalry!

          We better have coal and rubber, damnit.

          -Arrian
          Well Trip claims he was able to remove all future resources from you island in retaliation for not welcoming Lux to your island.

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          • Ok what the heck is the "warp" and double duty worker exploit.

            I vaguely recall reading somthing about workers being able to road and still move in MP, not exactly sure how that works.

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            • vmxa1,

              The warp is putting units in a city and then gifting that city to another civ. The units in the city are then transported to the owner's capital. GS did do this to both send a couple of RP horse back to Pamplona when they were on a boat near on our coast and to lend some assistance with some cats that were left out for the horse to capture and take back with them. The horse were landed, then next turn they DoWed, captured the city, captured the cats and moved them into the city with the capturing horse. Peace with us and the city was then sent accepted. When we accepted the peace on our turn, the horse and the cats went immediately to Pamplona. I don't blame GoW (or ND) for being choked about it from the POV of now, after lengthy discussions of what are and are not exploits. At the time it was more in the spirit of 'you know, we could do this' with not a lot of thought about the implications.

              Double worker duty would be if civ a moved the workers into a tile, using their movement, and then civ b comes along and 'captures' them upon which they can then have the workers build a road. If civ a moves before civ b in the order towards civ c, then those workers can have two turns of actions before civ c can react. Given how things had gone, if ND and GoW had done that, I really can't say that I would have criticised them for it.
              (\__/)
              (='.'=)
              (")_(") This is Bunny. Copy and paste bunny into your signature to help him gain world domination.

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              • GS/RP warp...

                Rp had 1/2 horsemen in Stormia
                GS allowed RP to capture a number of GS catapults
                GS gifted a Stormia city to RP.
                RP moved the horsmen & catapults into the city, and gifted it back to GS
                On RP's next turn, the Horsemen & Catapults were "warped" back to RP's capital, which was very close to ND's front line at the time.

                Only RP/GS know how many catapults, and if it effected the war.



                GOW's double duty workers.....

                This would only work, because GoW follows ND in the turn order.
                ND moves some workers to an unroaded tile.
                On GoW's turn, we "captured" the workers, and roaded the tile.
                Thus, the workers moved on ND's turn, and roaded on our turn.
                This extra tile of road, would of allowed our Riders to move in and cause quite a bit of damage to GS.

                So incensed was GoW that GS/RP used the "warp" exploit, that the worker double duty ....came close to getting the vote...but didnt pass.
                "No Comment"

                Comment


                • I am a slower typer than NYE

                  "No Comment"

                  Comment


                  • Ok, that would seem to be something the game rules should disallow, but I don't know if it would always be detected.

                    I can see where someone needs a list of house rules for these types of games.

                    Comment


                    • A lot of these things became understood to be things we shouldn't do BECAUSE of the PTWDG. This game started roughly 1 month after PTW first came out, so the myriad number of multiplayer bugs and exploits (especially in PBEM games) were new and we'd even DISCUSSED the need for establishing house rules before the game started, largely because I don't think anyone really knew what that most of the exploits existed yet.

                      In the process of playing this game (and as exploits and bugs were found though normal PBEM play by players all over the place), I think we refined just what we thought was exploitive and what was not. For instance, it didn't take all that long until GS (in particular) became quite insistent that our alliance should not use the unit warp in the future and that it probably wasn't a good idea to use it the first time.

                      So in this respect, the game has been what it was supposed to be, a learning experience.
                      Long-time poster on Apolyton and WePlayCiv
                      Consul of Apolyton from the 1st Civ3 Inter-Site Democracy Game (ISDG)
                      7th President of Apolyton in the 1st Civ3 Democracy Game

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                      • Originally posted by Arnelos

                        In the process of playing this game (and as exploits and bugs were found though normal PBEM play by players all over the place), I think we refined just what we thought was exploitive and what was not. For instance, it didn't take all that long until GS (in particular) became quite insistent that our alliance should not use the unit warp in the future and that it probably wasn't a good idea to use it the first time.

                        So in this respect, the game has been what it was supposed to be, a learning experience.

                        Certainly had GS/RP made this comment publically, I doubt GoW would of been so pissed.

                        The only comment from GS, was that "It is possible to warp units in SP, so why shouldnt we be allowed to do it in MP".
                        "No Comment"

                        Comment


                        • What I always thought was strange about the unit-warping, was that GS organized a unit-warp for Vox, and nobody complained. That warp was much more involved, warping all their remaining forces and 5-6 settlers IIRC, but it wasn't seen as an exploit to anyone. After all, the only reasonable alternative was for them to rush some galleys, disband half their forces, and only get 2-3 settlers with them, instead of everything we let them have.

                          Don't forget the cat-warp was only a couple of turns after we gave Vox the plan to do their warping. Those cats were retreating from the Vox front, and just passed that city when we thought of it. IIRC, I was largely responsible for the cat-gift idea, and there was no discussion whatsoever on the exploit-level of the cat-warp... we simply didn't consider that anyone would mind.

                          And as I'm commenting on the war, let me state what I think was the main reason why GS did so poorly in this war: our team was totally burnt out, there was no leadership during the war. While others poured all their energy in planning the war, we were messing about, doing turn-to-turn orders. Nearly all the mistakes we made (Toledo-2, the 'worker'-settler group disaster, focusssing on Alamo at the wrong time, etc.) came from people playing the turn because otherwise we would have gone too much over the 24h period, while those who handled it previously were not ready. In the first 10 turns of the war, we maybe had 5 players, none of which had clear orders what to do. It's only after Cort toke over, that we got our focus back, just in time to do a clean retreat...

                          There were a couple of other things that went wrong. For instance, we did had a long-term plan to invade GoW massively once the war was in full swing. But... due to burn-out of most members supporting it, it never went beyond the planning stage. It would have required leaving RP on their own for a while, with only the support we had given it in the first 5 turns (which were still a decent amount of units), rushing all of our production to the North. However, a large part of our gold was used somewhere in the middle of the plan to upgrade WCs to knights, and help RP immediately, instead of using that money to upgrade our invasion forces. So... about the time we now 'invaded' GoW, we only had that minimal force ready, instead of the massive force we initially planned for.

                          I think the war would have gone a lot differently if we kept our focus on that plan. RP would have been destroyed anyway, but the GoW core would have been gone as well, and most likely ND would have been damaged before the forces of the South, or Lego could have reacted. However, that's a lot of ifs, and given our activity not possible at all... this war came at a very bad timing for us, if it had been around the time the Vox war started, we would have done it a lot differently. Or perhaps if it happened now, it would be differently, with our new player dedicated to the job...

                          No, the one thing I learned is that you need a strong leadership, a strong player to play a demo game. I'm glad that Nathan (which did a superb task) got a worthy replacement with Cort Haus, I'm not so happy that in the time of the transition, we lost a war, and had to retreat our allies to former Vox territory.

                          DeepO

                          Comment


                          • Re: After action report "The Great Bobian War"

                            Originally posted by Aggie
                            Well the war is now over so I suggest in the spirit of cooperation and learning(which really is the goal of this game) we exchange reports and questions about the war. In this questions I suggest we reveal info to get info. Of course much is still classified and I don't want anybody to give away info, but much can still be said.

                            I'll start.
                            At the begining of the war I feared 1 thing and 1 thing only. A GS invasion of our east. Why no invasion? If there had been an invasion it could have upset our building schedule and could have forced us to commit less troops to the south.

                            Aggie
                            What war??




                            btw - great thread.
                            Cry havoc and let slip the dogs of war .... aw, forget that nonsense. Beer, please.

                            Comment


                            • Great thread!

                              I haven't been back to this forum in some time. I represent one of the (no doubt) numerous non-players who for months regularly stopped by this forum to see how the game progressed. I'm confident that many posters and lurkers spent a lot of time reading through the public forum threads, even if not interested in playing (or able to devote the time to play).

                              In the thick of the Bobian war, public information slowed to a trickle and the public forum seemed to be largely dead. It was at that point that I asked GS, since I "know" many of them as posters, if I could have access to their private forum just to look back at how the start went and what the state of the game was at the present. They graciously allowed me in as a non-participant observer. Unfortunately, it was really hard to get a sense of the game from reading old threads, and particularly threads from only one viewpoint. I gave up trying to digest the mounds of information going back from the beginning.

                              A thread like this one is so valuable and interesting to non-players! Speaking for myself, I'd love to see similar AARs from even before the Bobian war. Understanding how each team's REXing and early approach to the game was formed and executed would be great, and the process of back-and-forth from different team perspectives (such as in this thread) gives a sense to the flow of the game that looking at one private forum can't. Keep it up

                              Catt

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                              • One interesting thing to note, I remember participating in some diplomatic discussions with GoW before the war broke out. Our first sense that something fishy was in the air was when MZ kept stonewalling us and stalling on trying to get a tech trade with RP. I believe we needed Chivalry and MZ kept coming up with all sorts of excuses.

                                It was at this point we knew something was up. We figured an attack was imminent and immediately setup plans to prepare. We figured we had anywhere from 5 - 10 turns before an attack began. (In reality it was somewhere around 12 turns before we were attacked).

                                Our entire civilization went into military building mode. However, this wouldn't make a difference. We had mostly peaceful intentions, so our army was never too large. Plus, we were in the middle of a full on REX of the southern part of the continent, so GoW basically caught us with our pants down. Our production never had a chance to produce what we needed.

                                The other factor that convinced us we were sure of GoW attacking us was looking at ND's strength relative to us. They went from something like being weak to us, to being strong to us in a matter of 5 turns. All the while, MZ was still putting up a smoke screen by saying how they were thinking of attacking ND soon.

                                Noble intentions, but the fact that it was obvious GoW was stonewalling us in regards to techs (as well as EVERY other civilization kept saying strange excuses), we knew a reaming was imminent and we could only prepare the best we could. We figured we had a chance against GoW. Once we saw NDs strength increase drastically though, the picture became clear and we knew our chances of survival were slim.

                                It was then we started negotions with GS in earnest.

                                How long were you guys planning the war against us for if I may ask? We had roughly a 12 turn heads-up which isn't too shabby in my opinion. But 12 turns doesn't makeup for 40 - 50 turns of planning or more.
                                First Civ3DG: 3rd and 4th Term Minister of Public Works. | Second Civ3DG: First Term Vice President | ISDG: Ambassador in the Foreign Affairs Ministry | Save Apolyton! Kill the Off-Topic Forum!

                                (04/29/2004) [Trip] we will see who is best in the next round ; [Trip] that is why I left this team ; [Trip] I don't need the rest of you to win |
                                The solution to 1984 is 1776! | Here's to hoping that GoW's military isn't being run by MasterZen: Hehe! | DaveRocks! or something. ;)

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