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The Philosophy of Striking First

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  • The Philosophy of Striking First

    I have very recently witnessed something that made me realize one dangerous relic from my SP times... I believe it may be something I could be sharing with at least some of you - it's one of those "builder" things, you know... part of the builder mindset, I'd say.

    In SP, I rarely attack the AI first. I usually wait for the AI to attack me and only then retaliate, usually destroying the offending AI in the revenge process.

    Well, let me tell you a little story. Some of you might have read the AAR on the brilliant seaborne invasion Hot_Enamel carried out against Tibi in the DON game (now better known as the 'Doughnut Game' ). If you missed it, have a look at the thread on the utility of marines in the Strat forum. I am currently subbing for Tibi in this game and here is what's happened there very recently (Leo might wish to comment on this, as he was the third player in that game - and the poor victim in this case).

    Modern Era, ~1500AD. Arabia (Hot_Enamel), the bad guy. Took out his neighbour, later inflicted a crippling blow to Egypt. An uncontested leader economy- and tech-wise. Carthage (Leo) - decent economy, military on par with Arabia, but lagging behind Arabia in techs and spacerace. Egypt (me/Tibi) - woefully behind economy-wise, struggling to somehow recover from the doughnut blow, rebuilding its crippled empire. Still controlling the largest territory, though, a lot of MIs to defend it with.

    All 3 civs control roughly the same territory. Egypt and Carthage have spies planted with Arabia and are able to see the numbers of Arabian units. Arabia has 7/10 spaceship parts built, the other two civs do not have Apollo yet (not even the tech needed to build it, to be precise).

    Now, here is what happens: Arabia detours, discovers Fission, and finds out that despite controlling ~1/3 of the landmass, it has NO uranium at all. Means no SS win possible (Fuel Cells need it). Tries to trade for it, but is naturally turned down. Eventually says it will wait and see... resources can deplete and reappear elsewhere, people can crack... H_E says.

    All of a sudden, the number of Arabian MAs rises by ~50% over 2-3 turns. 9 settlers appear on the Arabian rooster. Arabian workers flood the jungle along the common border with Egypt & Carthage. Officially, Arabia states it's only to reclaim part of its territory (indeed, the jungle area is Arabian, according to a treaty).

    I get a hunch the moment I see a stack of 10 workers... (which was before the settlers and new MAs appeared on the Arabian rooster). I realize it's possible to launch a surprise attack against me using a combat settler. I work out a counter-plan, build my own combat settler, move my own workers into the border jungle (on my side of it) and am ready to counter the Arabian plan.

    But the builder/peacenik self in me does not feel easy striking first. There is this treaty in effect. To counter a potential breach of this treaty by Arabia, Egypt would have to break it first. What if Arabia is really just settling the last bit of the unsettled land? Those workers were, after all, unprotected. Those settlers could be just a pop transfer from existing, overpopulated cities, to the new cities to be built in the border jungle... so I check with H_E and ask about whether the border treaty was still in effect. Of course it was! It was just a single settler on his way to that God-forgotten corner of the Arabian lands. Nothing to fear - so I was told.

    So a turn or two later, I pull back. Just for sure, I pull all my frontline positions back, boosting the city defenses - just in case Arabia would be less peaceful than officially stating... but what the hell - H_E made it clear he was just resettling...

    Next turn, Carthage is lying in dust. I could illustrate this with a picture, but suffice to say that H_E's blow to Leo was totally lethal. H_E got Leo's uranium for the brief moment he needed to switch a prebuild to Fuel Cells. The game is pretty much over now.

    Sorry for the lengthy and maybe boring introduction, but I'm slowly getting to my point. I need you to know the background to understand where I am coming from. I'm telling you all this not to warn you against Hot_Enamel - after all, he did what he had to do. He is a good guy - I exchanged a lot of emails with him over the last year and hold no grudges against him. It was my and Leo's fault to ignore what was obvious and inevitable (and... we oversaw one railroaded tile...).

    Now, to my point:

    Sooner or later, others in this game will have to attack us. This is as certain as death. If they do not attack, we win. As simple as that. We know it, they know it. A war of attrition would be unlikely to achieve the goal - with our shield superiority and lead, we'd probably be able to hold firm and still win. If an invasion of Legos is to succeed, it must be swift, merciless, and devastating. A crippling blow taking us out for good. One or two turns and the thing must be over.

    IOW, it will have to be a surprise attack. The element of surprise implies, almost inevitably, a backstab.

    And I am finally at the crux of this post/thread.

    A moment will come when we will "see" that the attack is coming. But the other party will maintain it means no harm and all those transports are only moving to a new habour... or the battleships are there only to watch our coast... we will have no means to make sure it's a lie or not. It may be it will be a team we will have always had good relations with, helped all the time, stroken great deals with... it'll be a question of whether to risk hitting a friend at a wrong place or to risk being hit by a blow from an unexpected direction.

    And then, my fellow Legos, we shall strike first, no matter what. One can afford the luxury of letting the enemy strike first in SP. AI does need this advantage. But humans are deadly.

    This is mostly a philosophical issue. Builders are known to be peaceful... we may feel that our reputation would be stained by firing the first shot (and, oh, the horror, if we were wrong and the other party really meant no harm...!). I say: we'll have to choose between winning as not-so-peaceful builders, or losing as peaceful fools.

    Precisely because this is a philosophical question, I'd like to spend the time now, where the game is slow, to debate the philosophy of preemptive strikes. We make sure everybody understands what we see as a threat. And wherever a threat appears, we strike. A rule set in stone. We never "wait one more turn to make sure they really do mean harm". We never believe the words. We only believe what we can see. We strike. Immediately.

    Better safe than sorry.

    How do you feel about this policy? What potential caveats can you see? Let's talk about that now, so that once we actually face the situation, we lose no time and act.

  • #2
    I've been thinking about this recently... not just an active defence, but actively using our current good fortune and military might to more effect than gathering dust. The principle is much the same though, we need to have a plan....

    We effectively have a plan to cover an invasion, it involves 30 odd cannon and 50 cavalry WE also need a plan however for the invasion of Bob, and of Stormia.... and we also need a plan for dealing with Vox..

    Currently the only threat comes via the sea, so my suggestion would be that we set up our screen, as we have done, then we build an offensive navy, as large as we can possibly afford. Most of it we patrol our waters either in front of or behind the screen but always having at least 1 ship in striking range of where the screen ships are. The rest we should send in fleet to various parts of the map, ideally to 'spy' on the shipping lanes elsewhere.

    Of course this is a medium term solution to a long term plan. We aren't currently threatening to run away with the game and it should be obvious to the other teams that an invasion of Legos would be a logistical nightmare and that the units would barely touch sand before they were humiliated. Nevertheless the threat is there...

    On the longer term we are well within range of 1 turn drop of marines, air assault etc and for these we have to plan also....

    I think what we need to do is remember that a turn is a long time, and we don't know what anyone else is planning. They could all be in IRC making plans for a massive joint invasion for all we know. What we do know is that we will face it, at some point, and we need to be ready for it!
    Si tacuisses, philosophus mansisses

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    • #3
      Yes, of course we strike first. I feel no guilt over a "pre-emptive strike" on a stack of threatening units. If someone actually needs to transfer 20 transports near our coast, they can do it a few at a time, please.

      Though, with enough units, we will not have to worry about this pre-Marines.

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      • #4
        Wow! I didn't know that. When did this happen?

        Anyway, I also agree with using pre-emptive strike against a potential invasion force. In our case however it is quite simple: the only thing we have to worry about are stacks of transports close to our borders. We have to retaliate immediately, no matter what, if such a stack is dangereously close to our borders. Once we enter the marine era we can even make a public announcement, that more than n transports entering our territorial waters means a declaration of war, just like we did earlier in regard to landings on Legos.

        The danger here is actually a coordinated attack. Let's say that two GS and two GoW transports are close enougth to attack. What do we do? Alone none of them are threatening enough, but combined, they can cripple us.

        Since the marine era is approaching, we will have also to defend very well our coastal cities. It's not the danger of losing one city that is important, but the fact that the enemy can use then that city against us, especially if he has also combat engineers along with the marines and some offensive units. It's a devastating domino effect against undefended inner cities. So, with the discovery of marines we will have to rethink our defences.

        But anyway the point is that the best defence is an attack, so let's build a powerful navy and stop those bastard marines in time
        "The only way to avoid being miserable is not to have enough leisure to wonder whether you are happy or not. "
        --George Bernard Shaw
        A fast word about oral contraception. I asked a girl to go to bed with me and she said "no".
        --Woody Allen

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        • #5
          Perhaps we should 'reserve the right' to actively defend our territory from anything we may perceive as a potential threat.

          Noone should be moving units towards our territory without notifying us anyway.

          Our focus is clear, we MUST rule the waves
          Si tacuisses, philosophus mansisses

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          • #6
            I laughed and cried when I saw the save. HE was ruthless, but I should have expected the attack.

            I think another error, on my part, is trying to use "reality" in a "game" world. In reality, no one can break through frontline defenses and totally destroy all pop. 20+ cities. But in the game world, it is relatively simple.

            So never mix reality strategy with in-game strategy.

            For Legoland, we will have prior warning (as I did in my game). We must react aggressively to the warning and not buy into the enemies bull****. In this regard, don't even trust Vox. If someone could persuade Vox to turn, they have the greatest chance of successful invasion.

            We also must search the map for a place that a fleet can hide. Possible to the North of Legoland. Also for a place that we can hide an offensive fleet off Bob.

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            • #7
              I definately support the "first strike" doctrine for Legoland. And, as I have said before, and others have said, control of our oceans is vital. A large fleet of offensive ships in strategic places will be one of the greatest defenses we can have; they can't hurt us if they can't get to us
              I make movies. Come check 'em out.

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              • #8
                I also strongly support us building a sizable bomber + carrier fleet. Thanks to their mobility, enough bombers can cripple enemies within range, for our navy to wipe out the remaining 1-HP-units.

                Besides, a good carrier+bomber fleet would allow to completely wreck one rival's economy in only a few turn, as we'll destroy all their tile improvements. It will also cripple their mobility, with the disappearance of their railroads.

                So far, we're not at the time of bombers, and we need a sizeable navy. But in the pre-marine era, we need to build as many city improvements as possible, to have our production queues free for massive military efforts as the marines approach.

                I also support us considering it a declaration of war if at least two transports are within 5 tiles of our coast (6 tiles for the Civ who has Magellan). Such a declaration will only be made possible when we have enough ships to cover the whole area.
                "I have been reading up on the universe and have come to the conclusion that the universe is a good thing." -- Dissident
                "I never had the need to have a boner." -- Dissident
                "I have never cut off my penis when I was upset over a girl." -- Dis

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                • #9
                  After a pretty busy week, I am finally having some spare time today. Let me first comment on your responses:

                  Originally posted by redstar1
                  I've been thinking about this recently... not just an active defence, but actively using our current good fortune and military might to more effect than gathering dust. The principle is much the same though, we need to have a plan....

                  We effectively have a plan to cover an invasion, it involves 30 odd cannon and 50 cavalry WE also need a plan however for the invasion of Bob, and of Stormia.... and we also need a plan for dealing with Vox..
                  This (the need to have plans drawn) is an extremely important thing. In the DON game, fighting a desperate war against Hot_Enamel, I have found out that even with an inferior economy, you can carry out complex plans causing your superior enemy a fine headache... but you must have these plans ready. You need to sum your needs up, build the proper units, position them...

                  I'm aware of that I have de facto overtaken Legoland as my private empire, as long as running our economy turn to turn is concerned. I hope nobody minds... it's a lot of WF shuffling, lot of creative math how to do this or that quicker etc. Boring stuff which, however, pays off big time... I myself never bother to open the ISDG save to do the same there - I have realized that one needs to have the "great picture" all in his head in order to achieve results in a reasonable timeframe... so I leave it all up to E_T there. I hope you are fine with me doing the stuff, sometimes even on-the-fly, not bothering yourself to meddle with our labourers and the like.

                  However, putting together specific plans for specific occasions is more of an "academic" debate you might wish to actually enjoy. All you need is to look at the map and be imaginative. Something like... in case we need to invade Baby Bob, we need that and that and that, have it there and there... etc. Once we agree that we should be ready to carry such a plan out (and at what time), I could adjust the build schedules accordingly, making sure that if we need to carry the plan out, we are ready.

                  In a very short time, we will be able to build almost anything - we will just need to know what exactly it is we should build. Massing cavalry, riflemen, and cannons is no plan per se...

                  Originally posted by redstar1
                  Currently the only threat comes via the sea, so my suggestion would be that we set up our screen, as we have done, then we build an offensive navy, as large as we can possibly afford. Most of it we patrol our waters either in front of or behind the screen but always having at least 1 ship in striking range of where the screen ships are. The rest we should send in fleet to various parts of the map, ideally to 'spy' on the shipping lanes elsewhere.
                  Just a sidenote... an offensive navy is actually more of a combat navy. In the DON game, I have come to realize destroyers, battleships, and that kind of stuff is deployed almost always defensively, as in assigned defensive goals - sinking enemy vessels threatening your own ones (which despite the attacking is actually an act of defense), protecting transports, blocking key sea routes etc. There is very little you can achieve with navy in terms of truly offensive goals, as you cannot take anything with them.

                  But agreed on that we will need a strong combat navy. I actually don't believe that we'll have a shot at sinking an incoming armada, because everybody will know it's extremely risky to spend time exposed - an invasion will most likely be carried out in 1t, launching from Baby Bob or SW Bob. But we shall sink the transport ships and any escorts immediately afterwards, making sure no reinforcements ever make it in time.

                  Originally posted by redstar1
                  On the longer term we are well within range of 1 turn drop of marines, air assault etc and for these we have to plan also....
                  We should have a long, thorough look at the map, identifying exposed landing zones and cities of ours, developing plans for preventing successfull landings or seaborne city take-overs. Putting together a list of simple "once this happens, then this becomes possible, and needs to be addressed with..." things - like once marines appear, Crossing may be attacked with a seaborne marine-based invasion and must be loaded with hordes of defenders to prevent that.

                  Originally posted by redstar1
                  I think what we need to do is remember that a turn is a long time, and we don't know what anyone else is planning. They could all be in IRC making plans for a massive joint invasion for all we know. What we do know is that we will face it, at some point, and we need to be ready for it!
                  Speaking of not knowing what others do/plan... one thing I've found indispensable in the DON game, was a spy. It was only because of the spy I knew the attack was coming (not that it helped me to get properly ready for it... - but I learnt the lesson). My only hope ATM is that I will be able to strike at a weak point in Hot_Enamel's defense, breaking through. Without a spy, I would be attacking completely blind.

                  Planting spies is costly, but IMHO more than worth the gold. I admit I'm not very knowledgeable about planting them (though I now very well know what they're good for ). Does anyone know if planting a spy "safely" (the most expensive method) can fail, causing an incident? I suggest we put emphasis on building the Intelligence Agency and creating a network of spies ASAP. This means we'll need Vox to research Espionage after Communism.

                  Originally posted by Kloreep
                  If someone actually needs to transfer 20 transports near our coast, they can do it a few at a time, please.
                  This is a good point. We should make sure everybody understands our policy - there is actually NO need for ANY transports in the sea between Legos and Bob. We shall gradually replace caravels there with "harmless" ironclads (to pose little threat to Bobians) and ask the same from them. Actually, the current surge of love from ND is an outstanding opportunity to talk about these things - "OK, you want to be our friends, we want to be your friends. Let's make sure then we understand each other well and we avoid sad misunderstandings - rule of thumb: NO transport vessels within the striking range of Legos (or at least within the striking range of Legoland cities)." Or something along these lines. I can bring this up with Vox any time.

                  Originally posted by Kloreep
                  Though, with enough units, we will not have to worry about this pre-Marines.
                  Which, unfortunately, is not all that long... if you look at the tech-tree, there are only 8 techs between us and Amphibious Warfare. Assuming we trade for Electricity (only!), I would not be surprised if we built our first marines within 35-40t.

                  Originally posted by Tiberius
                  Wow! I didn't know that. When did this happen?
                  Shortly after I sent you that PM asking for an advice how to handle the whole thing.

                  Originally posted by Tiberius
                  The danger here is actually a coordinated attack. Let's say that two GS and two GoW transports are close enougth to attack. What do we do? Alone none of them are threatening enough, but combined, they can cripple us.
                  I would actually set no number of transports we would consider "harmless". There's NO need for ANY transports within striking distance of Legos (I am talking once combat-only navy comes into play). None at all. Let's make sure everybody understands that and everybody understands we shall hesitate no time to strike at will if such unnecessary transports appear anywhere we mind them.

                  Originally posted by Tiberius
                  Since the marine era is approaching, we will have also to defend very well our coastal cities. It's not the danger of losing one city that is important, but the fact that the enemy can use then that city against us, especially if he has also combat engineers along with the marines and some offensive units. It's a devastating domino effect against undefended inner cities. So, with the discovery of marines we will have to rethink our defences.
                  Trust Tibi on this one, he knows what he's talking about... He, Leo, and myself, we saw things that will forever remain burnt into our minds. The doughnut left of Tibi's empire is a memento never to be forgotten. To counter this domino effect, we shall properly garrison cities that can potentially be attacked with marines and garrison even our non-coastal cities, too - after all, there are not so many of them anyway.

                  100% agree on that once we finish laying down RRs, the current system of whitecamps shall be completely redesigned.

                  Originally posted by redstar1
                  Perhaps we should 'reserve the right' to actively defend our territory from anything we may perceive as a potential threat.
                  Agreed about reserving the right for active defense. I'll bring this issue up with the teams we are currently on good terms (Vox, ND, GoW). Not immediately, as until marines, we're pretty much safe (landed invasion troops would be immediately swept back into the sea with our counterattack), but when an opportunity presents itself, I will talk about the issue. GS we currently have almost no contact with, is a different matter - fortunately for us, they do not have a way to get close enough without getting spotted by WNS.

                  Originally posted by redstar1
                  Noone should be moving units towards our territory without notifying us anyway.
                  Actually, this is a pitfall... we never allow any potentially threatening movement, notifications or not. Keep in mind we shall be backstabbed by the attackers (they will need the element of surprise). We never allow potential threats to survive a single turn. We first strike, only then talk. If it's a genuine mistake or some kind of a misunderstanding, we settle the issue with gold or some other compensation, but there will be no exceptions to the rule. Threats are engaged with no negotiating.

                  Originally posted by lmtoops
                  I laughed and cried when I saw the save. HE was ruthless, but I should have expected the attack.
                  Actually, Leo, Hot_Enamel planned to attack me first, not you (he told me afterwards). It was that despite more or less buying into his I-shall-wait-for-uranium-to-reappear-in-my-territory crap, I pulled all my exposed forces back to cities, bolstering my defenses there considerably, on the turn before he planned to launch his invasion. I still left a hole in my front line, though, not properly realizing what my front line actually was (Hot_Enamel could have swept through Egypt as he did through Carthage, as I had a defenseless city as exposed as your New New York).

                  Originally posted by lmtoops
                  For Legoland, we will have prior warning (as I did in my game). We must react aggressively to the warning and not buy into the enemies bull****. In this regard, don't even trust Vox. If someone could persuade Vox to turn, they have the greatest chance of successful invasion.
                  Despite trusting Voxes a lot myself, I completely agree we have to plan and prepare for a strike even from that direction. One of our first spies should be planted with them.

                  Originally posted by Spiffor
                  I also strongly support us building a sizable bomber + carrier fleet.
                  Agreed - as soon as we get there, carriers loaded up with bombers (AND fighters to maintain air superiority) will be our priority.

                  Originally posted by Spiffor
                  I also support us considering it a declaration of war if at least two transports are within 5 tiles of our coast (6 tiles for the Civ who has Magellan).
                  Well, the civ who has Magellan... that would be us.

                  Spiffor, have you been able to chew through the key threads? ZargonX promised some kind of a brief history post that unfortunately hasn't materialized yet... maybe you would like to ask questions on topics you are most interested in? Anything that is not obvious from the few key threads?

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                  • #10
                    And now a couple of new points (I am learning a lot from the DON game these days).

                    We shall build up versatile, multi-purpose forces. Relying only on a single type of military (in DON, Tibi had an incredible lead in MIs while almost completely lacking tanks and navy and everything else) is the ticket to hell. Others will plant spies with us, too, and will see what it is we will be able to counter their plans with. There are specialized units, the utility of which may not be 100% obvious, I am getting to appreciate now...

                    Explorers - they are indispensable as, well, explorers (or reconnaisance troops) and pillagers. You'd be surprised how much you can achieve with a 20S unit. Plus, they are the best unit to counter enemy explorers with (blocking tiles).

                    Submarines - see, but remain unseen. An excellent picket vessel, forcing your enemy to counter with the same, unless putting up with the fact that he is monitored, while being limited in how he can respond (if you keep shuffling your subs, it's very difficult to locate them - especially, if you do not wish to leave your ships exposed at sea). An ideal naval screen would consist of submarines (or even better, nuclear submarines). We'll have an advantage of 4-move subs.

                    Marines - the fact that you do not intend to launch seaborne invasions does not mean you can scrap marines off. It's the very fact you have marines at your disposal that ties a significant number of enemy troops in coastal cities as garrisons and creates the need for a large navy monitoring the high seas for incoming threats. Hot_Enamel has no marines at all now, allwing me to use everything I have for one desperate attack trying to break his line. If my spy saw half a dozen marines on the rooster... well, I could not sleep well, especially as my navy sucks...

                    Cruise Missiles - well, yes, you do throw away 60S. But it's way better than throwing away 120S of an MA. I do not think it's an overly good idea to keep many of these standing, but it's a good idea to have a lot of cities capable of producing 60spt, so that if the need arises, you can crank them out in no time.

                    Cavalry - uhm, yes, that's cavalry. That cavalry. I'm talking about the modern era and an army based around 50 odd MIs and 30 MAs, though. What's cavalry good for? Well, a regular 80S cavalry can move up to 2 tiles into the enemy territory, pillaging or capturing workers, settlers, and explorers. I used four hastily built cavalries last turn to capture 6 Arabian workers (that's 1/3 of all the workers Hot_Enamel had), allowing my explorers to sneak behind the Arabian line and pillage important (rail)roads. All that without alerting HE I had MAs - not mentioning the fact that I was able to spit 4 cavalries, but no MAs in the timespan available (without spending a considerable amount of my precious gold).

                    Settlers - yet another well known unit. But part of an army? I've seen wonders done with combat settlers. Hot _Enamel used eight of them to effectively crawl through Leo's front line towards an undefended city that did not really look like a front line city... sadly, it was a front line city... Keeping 1-3 settlers ready all the time helps when you suddenly need them - because it's usually when you suddenly need the pop to keep pouring shields into military, not settlers.

                    Another thing is that one should have his cities set up for military production even in peaceful times. Cities producing 50spt are a bit awkward if you suddenly need 110S MIs and 120S MAs. 60spt cities are way better.

                    Oh... and... did I actually mention how important it was to have a spy with everybody?

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                    • #11
                      Finally, some interesting reading in this forum...

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                      • #12

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                        • #13
                          Shuffled WF to optimize 2-turn Musket builds... holy crap our WLTKD just cut out, all hands to their battlestations... hooray, we just finished another 4-turn tech...



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                          • #14
                            Yes, Hot Enamel really knows his Warmonger skills at my expense. I mean really, to use 8 settlers in a offensive war and in 1-turn, I never would have thought of that. His use of explorers, and calvary (especially with my unprotected inner core cities...I'm sheding a few tears ).

                            Of Vondrack has learned a few things in his counter attack that has gone exactly to plan, so far. I think Hot Enamel is a bit more worried than when he was 2 turns ago.

                            In any case, I stray from the point....what is the point? ...oh yea! We must have a multi-skilled military force.

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                            • #15
                              Originally posted by vondrack
                              And now a couple of new points (I am learning a lot from the DON game these days).

                              We shall build up versatile, multi-purpose forces. Relying only on a single type of military (in DON, Tibi had an incredible lead in MIs while almost completely lacking tanks and navy and everything else) is the ticket to hell.
                              Well, that's because you can upgrade your infantries to MIs while you have to build your tanks from scratch and my production capable cities were laying in ruins by then and I have disbanded most of my cavalries to accelerate the rebuild of my FP.

                              But back to the point, you are right. We shall build up versatile, multi-purpose forces

                              Of Vondrack has learned a few things in his counter attack that has gone exactly to plan, so far. I think Hot Enamel is a bit more worried than when he was 2 turns ago.
                              Keep me updated!
                              "The only way to avoid being miserable is not to have enough leisure to wonder whether you are happy or not. "
                              --George Bernard Shaw
                              A fast word about oral contraception. I asked a girl to go to bed with me and she said "no".
                              --Woody Allen

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