Well, perhaps it's time to centralize some ideas wrt to Grog. It's obvious that Vox would rather see him go, so they don't need to protect all their workers from him. It's also obvious that Grog is our best scout, not only to keep an eye on Vox (and his workers), but also to other civs that might sail down the coast towards our cities.
At first sight, we don't want to move him, Vox wants to, and we need to anticipate that in a few turns, they will simply demand his departure. How are we going to react to that, and what can we tell them to convince them to let Grog stay for as long as possible?
One thing to consider: if Grog would be retracted to behind our borders, Vox would keep less military around for protection. I'm not saying that as a result Vox will have less troops, but I assume they will use more troops on our borders, and less troops to spot for barbs. If they intend to keep their workers undefended in the middle of the jungle, while barbs can rise, it might not be a bad idea to let them do it.
DeepO
At first sight, we don't want to move him, Vox wants to, and we need to anticipate that in a few turns, they will simply demand his departure. How are we going to react to that, and what can we tell them to convince them to let Grog stay for as long as possible?
One thing to consider: if Grog would be retracted to behind our borders, Vox would keep less military around for protection. I'm not saying that as a result Vox will have less troops, but I assume they will use more troops on our borders, and less troops to spot for barbs. If they intend to keep their workers undefended in the middle of the jungle, while barbs can rise, it might not be a bad idea to let them do it.
DeepO
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