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Arnelos is offline Arnelos
Emperor
of the Free World
Sep 2002
time: 00:33
  Old Post 23-01-2004 02:39
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Apolyton currently has 91 units costing us 91 gpt in upkeep. We also, as Trip pointed out in chat just now, have a barracks in Tripoli unlikely to see much use over the next 60 or so turns as it builds a wonder of the world, likely followed by improvements.

Here's the composition of our military:

Settlers: 5 (they should take care of themselves)
Workers: 24 (this is going to go up)
Warriors: 2
Horsemen: 3
Knights: 9
Catapults: 13
Galleys: 2 (we're building more of these)
Numidian Mercenaries: 15
Medieval Infantry: 18

Now, some of those units can be upgraded. Which is more efficient: keeping them around (paying upkeep on them) to upgrade them later (at gold expense) or disbanding them now (saving upkeep costs and upgrade costs) to build the next level of unit later (costing shields later and leaving us with less military in the interim)? Catapults will upgrade to cannons, MI to guerillas, Knights to Cavalry, Numidian Mercenaries to Musketmen and Riflemen.

Personally, I think the units we least need are the 18 Medieval Infantry, considering that their utility on both offense and defense is likely to become obsolete with the advent of Gunpowder and the already present existence of Knights. They also don't upgrade at all until Replaceable Parts, so that's a LOOOOOONG time to be paying upkeep on obsolete units before we can upgrade them.

By contrast, the knights are an absolute necessity. Not only do they provide us the best defense against amphibious attack and make the best reserve forces able to meet a variety of different threats quickly, but they'll upgrade to Cavalry in the not-too-distant future. They're well worth the upkeep cost in my opinion.

Numidian Mercenaries (and later Musketmen) are also worth keeping in my opinion. Those are the units (along with artillery) that we will stuff into the chokepoints and use as defenders in reserves in the core (in case of an amphibious landing in our core by GWT/GCA).

Our galley force is likely to be expanded in the future and it should be in my opinion.

What do others thinK about unit upkeep and force composition? What do you think about selling barracks unlikely to see use for a long time (since we can rebuild them at 40 shields later and the sheer amount of money saved could be quite useful)?

Master Zen is offline Master Zen
Deity
of naughty
Jan 2003
time: 23:33
  Old Post 23-01-2004 03:27 Visit Master Zen's homepage!
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I agree, we can lose some of those MI's, especially now that we are going to move 5 knights to the south. Perhaps lose 5 MI's and have the knights replace them.

asleepathewheel is offline asleepathewheel
Emperor
listening too long to one song
Mar 2002
time: 00:33
  Old Post 23-01-2004 03:36
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I agree with dumping any barracks we won't need for the forseeable future, but I would be very wary about disbanding units. CFC still poses a threat to us, no matter what the current relations are. If they became average or strong to us, they might seize the opening. (too bad Sir Ralph isn't on this team, he harped on us at GS so much about neglecting our defense/offense, and shortly thereafter Vox declared war)

At most I would do is disband a few med. inf. to speed production in certain cities, then replace them within a few turns. I would especially do this with all reg's left in the army, not sure if we have many. Cycle out the nm and mi regs, and cycle in vets.

Togas is offline Togas
Emperor
California
Jun 2002
time: 21:33
  Old Post 23-01-2004 03:37
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This is a wise course to take. We need only scale back our military a bit (10-20 units) to see very signifigant commerce benefits over the next 20-40 turns when we're going to solely be researching and redeveloping our nation.

In time our commerce rate will climb once our new cities are up, but we are still far behind the two leading civs and saving GPT will help.

--Togas

OPD is offline OPD
King
Birmingham UK
Jun 2002
time: 05:33
  Old Post 23-01-2004 04:39
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I suppose it depends on how much trust their is for CFC.

Disbanding all the MI would be quite useful, an extra 18gpt..... Not to mention what could be done with the 150 odd sheilds from the disbands.

Also concerning Tripoli, is it worth prebuilding a wonder in a city that can't grow above size 6?

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:33
  Old Post 23-01-2004 05:03 Visit Trip's homepage!
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I think disbanding a total of 10 MIs over the course of the next 10 turns would be alright. We could keep a couple in the core, a few up north and a few down south with Knights composing our main strike force. As we build more Knights further in the future, we can disband more MIs.

Also, I do think we should indeed sell the Barracks (I did bring the idea up after all ).

quote:
Originally posted by OPD
Also concerning Tripoli, is it worth prebuilding a wonder in a city that can't grow above size 6?

It is the best site that we have. The only sites we have in the north right now that can get above size 6 are Bananatopia (doing Settlers, has a Granary), Lux (Worker pump), Big Bend, Area X and Chiquita (all doing Granary, low SPT possibility in the near future).

It's either build it there or don't build anything at all.

joncnunn is offline joncnunn
Emperor
Maryland Heights, MO
Sep 2002
time: 23:33
  Old Post 23-01-2004 05:16 Visit joncnunn's homepage!
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And now said the Grinch, these warriors are the first things to go!(Must they really go?)

...

And now I will disband the disband the MIs!

Seriously, disband the warriors where benifital first followed by some of the MIs as Calvary come on line. Maybe at a for every 2 MIs disbanded, build 1 Calvary, which will at the same time improve our military while cutting costs.

Kloreep is offline Kloreep

Emperor
of the pillow
Jun 2002
time: 00:33
  Old Post 23-01-2004 07:46
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Disbanding the warriors and some of the MI would be good. I don't think we should risk trimming too many though; we should keep some MI around (I'm sure they can be useful in some places, like PoV), and the other units are useful and/or upgradeable.

Zero is offline Zero
King
Bouncing back and forth
Sep 2002
time: 00:33
  Old Post 23-01-2004 08:41
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Can CGN "buy" our medieval infantries in GOW mecernary-esque fashion?

Workers: What about worker trades? Slave workers are great for us because we're industrial. Maybe CGN or CFC would agree to worker swapping. Theyre industrial too.

asleepathewheel is offline asleepathewheel
Emperor
listening too long to one song
Mar 2002
time: 00:33
  Old Post 23-01-2004 08:48
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quote:
Originally posted by Zero
Workers: What about worker trades? Slave workers are great for us because we're industrial. Maybe CGN or CFC would agree to worker swapping. Theyre industrial too.


do you mean us trading them our workers for their workers, thus no upkeep?

please let's not go there...

notyoueither is offline notyoueither
Deity
of naught
Aug 2001
time: 22:33
  Old Post 23-01-2004 09:20
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Uhhhmmmm...

Those MIs are 40 shield units, and without barracks we would be delayed in building vet units if we are surprised by something.

At the same time, cats are 20 shield units and can be produced anywhere, at a pace of 1 every 2 turns in the good cities.

If we want cats to upgrade to cannon, we would have plenty of time to build 10 or more in a few turns just prior to Metallurgy.

Here's the thing. Cats cannot take or hold ground. MI's can take it easily in this era, and can do a half assed job of holding it.

If it were just me, I would get rid of 10 of the cats and maybe 5 of the MIs. That would be 150 gold every ten turns, and I would still have a lot of hitting power on hand. I would look at getting rid of the other MIs as Riflemen could be built to replace them.

notyoueither is offline notyoueither
Deity
of naught
Aug 2001
time: 22:33
  Old Post 23-01-2004 09:34
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Here is the math of having to go back on a war time footing when we are unprepared.

10 cats, 200sh to replace. 5 10spt cities without barracks replace them in 4 turns. 10gpt saved while they are not needed.

10MIs, 400sh to replace, 5 10spt cities without barracks replace them in 12 turns (building barracks first for another 200sh). 10gpt saved while they are not needed.

City garrisoned by 2 merc with 4 cats, falls to 4 knights pretty easy.

City garrisoned by 2 merc and 4 MI cannot fall to 4 knights in a single round, period.

BigFree is offline BigFree

Emperor
Acampo, CA
Oct 1999
time: 21:33
  Old Post 23-01-2004 11:44
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We could always arrange a 'sale' of our Cats to CGN....

jagjef is offline jagjef
Prince
Stockholm
Feb 2003
time: 06:33
  Old Post 23-01-2004 12:31
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>>We could always arrange a 'sale' of our Cats to CGN....

Wouldn't that be as bad as... like moving a civ to another continent?

MrWhereItsAt is offline MrWhereItsAt
Emperor
New Year's Resolution: 2005 is the year of Where It's At - come get some.
Nov 2001
time: 17:33
  Old Post 23-01-2004 14:01
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The Cats ARE unneccessary now and do not upgrade until Metallurgy, still pretty far off. Plus they will not be of any help unless either CFC attacks us or we decide to invade overseas, as their limited mobility means we would have to extremely lucky with them to be in the right place to counteract a seaborne invasion. I doubt CFC will be at us right about now. Another thing to look at is our strength relative to CFC, if no-one else. It would certainly be in our best interests to stay strong relative to them, to ward off any warmongers there, and to make it that much harder for them to build up and become a threat.

I would say get rid of 10 Cats and 5-8 MIs as well. Can the warriors unless it becomes worth it to upgrade them and disband for the shields somewhere, and the Horsemen too unless we have plans on upgrading them to Knights sometime. Keep the Barracks in a city or two that could be used for quickly building units to respond to any threats, but for any in cities that would manage little use out of them in a rush can them too.

BigFree is offline BigFree

Emperor
Acampo, CA
Oct 1999
time: 21:33
  Old Post 23-01-2004 16:29
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quote:
Originally posted by jagjef
>>We could always arrange a 'sale' of our Cats to CGN....

Wouldn't that be as bad as... like moving a civ to another continent?


Of course it is, at least IMO. BUt, since it was alreay done by another...

The way I look at it GCA has no chance to win. They were 'teleported' to the other continent in order to fight on behalf of GWT, period. I see no reason why we can't use the same game mechanic/exploit. If we give them a city, temporaily, this can be easily accomplished. I see it no differently than what GCA and GWT have carried on themselves.

E_T is offline E_T
Emperor
Orlando, Florida
Mar 2001
time: 00:33
  Old Post 23-01-2004 17:17
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I am loath to disband any unit, especially MI's, as we have paid an investment of not only sheilds but cash in their upgrades to their current status. There will be a time, relatively soon, when we will be going after GCA/GWT before RailRoads (or have to deal with them coming after us or both). We very much might need them then, if not on that front, but as a home researve.

Not long ago, we had a group of people who are not too trusting of CFC and in all reality, I will only trust them for as long as we don;t appear to be that much of a threat. But when they realize the fact that we are doing not only a super REX, but running a super worker tasking and growing very powerful, very quickly, that they will start to feel that we need to be taken down a notch or too. Especially if the CGN/GWT war boogs down to a stalemate.

Having those units when we need them, if we need them would be the best bet, in the long run. Having to stop other vital builds to reestablish our Military in the face of some unknown Offencive would derail a lot of other thing that we would be building.

Granted, as NYE had stated, Cats can be built in any city BUT, they still take time and it then will take further time to move them to the places that they are needed.

As we have seen in the GCA war, those Cats have been a great Defencive boon, especially against a determined attack.

And as for Metal being a ways away, It might be a lot sooner than everyone even realizes.

E_T

BigFurryMonster is offline BigFurryMonster
Emperor
EMPEROR of Cats
Feb 2002
time: 06:33
  Old Post 23-01-2004 19:06 Visit BigFurryMonster's homepage!
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Please take into account the status of the Military Advisor. We're already 'weak' to GWT. Disbanding units might make us look like sitting ducks.

E_T is offline E_T
Emperor
Orlando, Florida
Mar 2001
time: 00:33
  Old Post 24-01-2004 01:25
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this is aggie's veiw on this, from an e-mail responce from him
quote:

I've been real busy lately with RL. I am planning to make a unit roster and
issue extended orders for each unit so a general course can be set. I'm
always against disbanding units and selling barracks is insane. With this
roster my orders will be there even if I can't be.

Aggie


We might hear more from our MoW soon.

E_T

Zero is offline Zero
King
Bouncing back and forth
Sep 2002
time: 00:33
  Old Post 24-01-2004 01:39
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quote:
Originally posted by asleepathewheel


do you mean us trading them our workers for their workers, thus no upkeep?

please let's not go there...


why not?

Aggie is offline Aggie
King
Of GOW's half of BOB
Jun 2002
time: 23:33
  Old Post 24-01-2004 02:18
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I oppose disbanding units like MI, because we must always assume the worse and to be honest I don't trust CFC and if a war should take place we simply can't create 10 40 shield units.

If we should appear weak or even average to CFC, I have no doubt they would launch an attack. Currently we have the following forces as far as points(on land).

146/107/(52).

If we reduce by 10 MI we goto
106/87/(52).

That is ~30% reduction in our power and since attack is weighed more heavily in the power ratings it could really put us lower in rankings, not to mention losing 1/3 of our offensive units.

Now on the other hand I'm all for giving CGN our catapults for their war. This could save us 13 GPT AND be retrievable at any time.(that was one thing I really liked about CTP, the mobiliztion options to reduce cost).

Aggie

wervdon is offline wervdon
Prince

Nov 2001
time: 23:33
  Old Post 24-01-2004 04:38
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I don't personally trust CFC enough to disband any units. I'm ok with selling baracks though if we are sure we don't need them barring emegencies.

If we do disband units, it should only be because they are becoming obsolete and its cheaper to replace them than to upgrade them, or the upgrade is too far off to be effective (and if we do, we disband them as the replacements come online). I don't think we should scale back the relative power of our military for a few gpt though, especially not with a lucrative CFC deal that is going to be giving us a good bit of gold anyways.

MrWhereItsAt is offline MrWhereItsAt
Emperor
New Year's Resolution: 2005 is the year of Where It's At - come get some.
Nov 2001
time: 17:33
  Old Post 24-01-2004 06:00
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quote:
Originally posted by Aggie

Now on the other hand I'm all for giving CGN our catapults for their war. This could save us 13 GPT AND be retrievable at any time.(that was one thing I really liked about CTP, the mobiliztion options to reduce cost).

Aggie

So how do we manage that? We would need to get them safely across, or have CGN come here to capture them and then have THEM safely transport the Cats across.

asleepathewheel is offline asleepathewheel
Emperor
listening too long to one song
Mar 2002
time: 00:33
  Old Post 24-01-2004 06:43
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quote:
Originally posted by MrWhereItsAt

So how do we manage that? We would need to get them safely across, or have CGN come here to capture them and then have THEM safely transport the Cats across.


hmm.

there was a certain GS-RP maneuver that comes to mind...

BigFree is offline BigFree

Emperor
Acampo, CA
Oct 1999
time: 21:33
  Old Post 24-01-2004 08:21
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quote:
Originally posted by MrWhereItsAt

So how do we manage that? We would need to get them safely across, or have CGN come here to capture them and then have THEM safely transport the Cats across.


1. We give a city to CGN
2. We put a stack of Cats just outside.
3. CGN rush buys a Warrior.
4. CGN declares war on us.
5. CGN captures Cats and moves them into the city we gave them.
6. CGN on that same turn, offers us peace as "accepted" along with the city we gave them.
7. We accept peace and the city from CGN and all units inside the city get 'teleported' back to CGN's Capital.

GCA used the 'teleporter' mechanic/exploit already. The question is do we? I say yes. Fight fire with fire.

civman2000 is offline civman2000
Emperor
of the Martian Empire
Jun 2001
time: 23:33
  Old Post 24-01-2004 08:28
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. If we want to maintain our credibility as the one who is "right" with regards to the rules, it is best to not do anything questionable.

Kloreep is offline Kloreep

Emperor
of the pillow
Jun 2002
time: 00:33
  Old Post 24-01-2004 09:35
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to teleporting cats

I do not see this as comparable to using the WW exploit (should it actually exist) to stop an exploit; for in this case, we would be using it not to stop an exploit, but to different ends: supporting CGN in their war against GCA.

It also fails the realism/reasonableness check. If two civs cannot reach each other to fight, they shouldn't be able to reach each other to trade units, now should they?

Hot_Enamel is offline Hot_Enamel
Emperor
Melbourne, Australia
Aug 2002
time: 14:33
  Old Post 24-01-2004 13:26
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Blah

BigFree is offline BigFree

Emperor
Acampo, CA
Oct 1999
time: 21:33
  Old Post 24-01-2004 15:02
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quote:
Originally posted by Kloreep
to teleporting cats

I do not see this as comparable to using the WW exploit (should it actually exist) to stop an exploit; for in this case, we would be using it not to stop an exploit, but to different ends: supporting CGN in their war against GCA.

It also fails the realism/reasonableness check. If two civs cannot reach each other to fight, they shouldn't be able to reach each other to trade units, now should they?


I did not say it is comparable to using the WW exploit.

I did say it is comparable to GCA transporting it's whole Civilization to another continent.

Using your same argument, GCA should not have been able to run away. But, they did. And we now have to deal with that as does CGN. GWT gets a boost in it's efforts against CGN because of this tactic used by GCA and GWT. Why should CGN not get a chance at the same or simular benefit? Because we are better than that? Please... Just because you don't agree with a rule or a ruling does not mean you should ignore its' use.

quote:
Originally posted by civman2000
. If we want to maintain our credibility as the one who is "right" with regards to the rules, it is best to not do anything questionable.


Did we ever say it was 'questionable' for GCA to teleport it's entire Civ? No. In fact, GCA checked with mogoose to make sure it was 'legal' before they did it. mongoose gave them the go ahead. Now, since mongoose has already approved this manuever, as a legal game move, then why can't we do it regardless of how we feel about it. We are only cheating ourselves if we take the moral high road in every instance. Do we want to lose becuase we don't want to use a game mechanic in a simular way another team has been granted permission to use it? Like I said before...Fight Fire with FIRE!

MrWhereItsAt is offline MrWhereItsAt
Emperor
New Year's Resolution: 2005 is the year of Where It's At - come get some.
Nov 2001
time: 17:33
  Old Post 24-01-2004 15:47
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Well I wouldn't like it but if mongoose approves it then that would at least silence any reservations I have.

This should NOT degenerate into a 'well they did it, so we can too!' game. I can only hope mongoose pulls in the reigns SOMEwhere.

 
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