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OPD
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Birmingham UK
Jun 2002 time: 05:23
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So what kind of millitary units are required? ie. NM/cats/horse/ships and how many in what kind of time frame.
I'd rather build units in cities which don't need any more improvements to grow to size 12.
Also is there any kind of defensive plan knocking around, are we going to fight GWT or are going to block the tiles or maybe fight them in the water?
The one thing that sucks about Carthage is the no 20 sheild spears due to NM's. Efficiency wise there is only catapults avaliable in cities that give 20spt of which we may have quite a few as important cities. Dom, Chiquita, Banana, Ming, certainly AP and Freedom city, HoD should all be there or there abouts (after wonders for most of those).
Too many cats may not be too good against a fast moving enemy. Although we can micromanage to give 15 spt but that doesn't really help too much. As we can build muskets at the same time as NM's 3 turn muskets may be quite good if not too sheild intensive?
Then again things will go a bit crazy with the GA and we should be able to push quite a few cities into 30 shield monsters.
Also probably the most important question is how many horse units do we want to build with the IA just over the horizon?
We currently have Karina and BFC buiding millitary units, BFC needs to be building NM's instead of Muskets, when Big Bend finishes it's Library in 2 turns it can be set to 10 spt then build a barracks in 4 turns then join in the NM production so that we're producing a NM per turn overall.
Then we can see where to go from there.
When I say NM it's only cos that's what I'd build, substitute any units you'd like to build instead, I don't want to be held responsible for what kind of units are built 
Also of note, if we want to do the defensive by navy thing we might want to go all out to get Magnetism asap.
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MrWhereItsAt
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New Year's Resolution: 2005 is the year of Where It's At - come get some.
Nov 2001 time: 17:23
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NMs... well a few will be useful for upgrading, but I was thinking last night about the units and decided that yes we did need more mounted warriors (whatever we can build right now). I see Trip has essentially got to the same conclusion ahead of me. We have a large amount of land to cover, and Knights will give us the mobility to shift our forces to provide a more effective blockade. Also, these will be the forces we lose most of in GWTland, so they need to be replaced. A counter-attack if faced with an invasion is the best possible defense we could hope for, rather than having to wait to be attacked and using a defensive force. If there is an invasion we have all the greater movement bonus with Knights in our own territory too - our 6 moves along roads to GWT's 1 or 2 compared to 3 moves vs 1 or 2 if we use NMs/other defensive units.
As for the naval advance-warning fleet, there's no point in building loads of Caravels - they only upgrade to Transports. We may want one or two for movement purposes, but I think we should have Galleys for the most part, as they can attack just as effectively as Caravels, and can travel in the Ocean now. Of course this applies only until we get Ironclads, when we should of course start moving towards making the curtain around our lands an Iron one.
I'll try have a look at cities tonight. I'm sure that some of the ones I have gone over already can easily move to units for a time before their growth means we should look at something like an Aqueduct, and some cities are ideal for unit-building.
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BigFree

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Acampo, CA
Oct 1999 time: 21:23
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quote: Originally posted by Trip
Don't build any Frigates. Wait for Ironclads, or even better, Destroyers.
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If we have the ability to get Ironclads then fine, I'd agree.
How is our tech line going to go?
We have 2 turns left on Chemistry when we next get the turn.
I'd say make a beeline to Magnetism, with Banking, ToG, Metalurgy, then Steam power. Going back to MT once we have Steam Power. Now, it's possible that CGn may get us Steam Power with their "free tech". But, let's not count on it.
So, that makes, at best, 10 turns to Magnetism.
Which means it is then, at best, another 12 turns to Steam Power (if free tech is Steam Power) or 16 turns if not. We won't likely get Steam Power in 4 turns either if we are cutting our Iron and upgrading Horsies. But, let's say we do it the minimum number of turns without CGN getting it for free. Is anyone buying that? 16 turns till Steam Power? I mean if we disconnect the Iron, it won't happen, guaranteed. We have to make a choice. Spend on research all out and build modern units with the Iron connected or go partial on research saving some cash for upgrades.
What's it going to be?
So, we have 16-24 turns between being able to build Frigates and IronClads. Now, I truly believe I would rather try to kill a few GWT galley's with Frigates than our own Galley's. These Frigates won't go to waste either; they can be used later on as "sentries". I'mnot talking about build a fleet of them, but maybe 3-6 of them to hold us over till we actually get Steam Power.
Here's a picture of the tech tree. The blue dots are techs we have including Chemistry (because we will have it in 2 turns). If someone thinks we should put these techs in a different order then please let me know why.

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MrWhereItsAt
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New Year's Resolution: 2005 is the year of Where It's At - come get some.
Nov 2001 time: 17:23
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If we keep an eye on tech costs (or rather, after the next two turns get CGN or CFC to tell us the cost for them, especially Chemistry), then we can tell when GWT has a new tech, and we then we can gift it to CFC so that they can research in collaboration with our research. For example if GWT gets Chemistry sometime soon, we can then gift that to CFC (and CGN, I guess) so we can get CFC working on, say, MT, whilst we do the others in our queue. Then when we are ready and not before (so as to prevent discounting the cost to GWT for MT) we can swap with CFC for MT. This will then cut costs for GWT towards two techs, but I think getting MT ahead of GWT is worth that. We should try to prevent cutting GWT's research costs as much as possible but making sure we actually GET those techs ahead of them is even more impotant.
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MrWhereItsAt
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New Year's Resolution: 2005 is the year of Where It's At - come get some.
Nov 2001 time: 17:23
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quote:
Also of interest, we can manage at present 320 or so beakers per turn whilst still posting a small profit, or 370 with a small (22gpt) loss. With this, we can keep up with 4 turn techs for Economics and Printing Press, should we want them. Otherwise we can do all other techs (Metallurgy, Physics, Military Tradition, Democracy, Theory of Gravity, Magnetism) at 5-6 turns, depending on whether we want to run a small profit or a small loss.
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I posted this in another thread.
Thus once we have Chemistry, assuming no change in beakers per turn (so a latest-limit for discovery), we can get in 4 turns; Banking (1248 beakers); in 5 turns: Physics and Metallurgy (1536 beakers), and, (assuming an increase of only 10 beakers per turn by this point) Magnetism and Theory of Gravity (1632 beakers. MT would take only 5 turns as well and to get it down to 4 turns we'd need to have an increase over this time to 384 beakers - not perhaps beyond the realms of possibility. That's every tech from this age on BF's list, for a total of 24 turns until we reach the next age (not including MT). Steam Engine costs a whopping 2880 beakers, so that would take us 7 turns or more, even by then, unless we had one or more of Cope's and Newton's.
Just looking at hypothetical wonder prebuilds, if we assume BF's order for tech discoveries, it's 21 turns from now until we get ToG. Thus a prebuild for Newton's would start about NOW, with 20 shields per turn (400 shields). Others are too far off to worry about for a few techs (eg Darwin's).
Just a final point, we might want to consider getting Smith's, as that would cut our costs a lot, freeing up more for military or beakers.
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Trip
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Hunt Valley
Apr 2002 time: 00:23
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Okay, here's my vision:
Unit builds
Within the next 20 turns we should, ideally, have about 50 fastmovers (Cavalry) total. Yes, that's quite a few and will be a pretty large investment, but if nothing else they'll be good for blocking coastal tiles up until GWT gets Marines, which is pretty far away.
We have, what, 32 Knights right now? So that would be 18 more Horsemen that we need to build. Plus the gold to upgrade them. It will be costly, yes.
Meanwhile, NMs are also good. Muskets are too expensive to build unless you know a threat is imminent. 1 extra defense isn't really worth 2x the cost. Catapults are also useful, as they can block tiles and later become Artillery which are amazing weapons.
I see nothing wrong with building a lot of Caravels. As was said, yes, they do upgrade to Transports. Which is great because when the time comes we won't actually have to build any. We'll just switch out the Caravels we have with Destroyers and then upgrade the Caravels when they get home. Insta-amphibious invasion force.
We need pickets. Badly. Pickets will be what saves us because we will never have enough units to cover EVERY tile that touches water. Same goes for CFC. Our top build priority should be boats.
Techs
I disagree with the bee-line to Magnetism. Frigates are quite poor (2a 2d), so why build them? Galleons... meh. Nothing special.
Frigates are not a good investment. They're expensive and weak. 2 attack? Seriously now, that's pathetic. 2 Galleys cost the same as 1 Frigate and together have the same attack. Plus they can carry units.
Invasions aren't stopped by sinking the enemy's fleet. There is simply too much water and the boats move too slowly. Where would we station these 3-6 Frigates? Would we spread them out? Could they even reach the GWT fleet in time? Would we even have enough pickets to be able to SEE them coming? All GWT needs is one extra 3/3 Galley and every Frigate we build is useless.
Caravels will make the best pickets, with 2 defense and the ability to upgrade to something USEFUL later on.
To be honest, what we need most right now is Military Tradition. That is the tech that helps us in the most tangible way. Cavalry give us a distinct advantage over GWT whether on offense, defense or simply as a unit wall. Being able to move 9 tiles on roads instead of 6 is a major difference. Just ask GWT. They have their FP intact because of the difference.
Yes, it's out of the way when we're talking getting Steam Power, but it's only a couple techs away right now. With CFC gold we can probably get to 4-turn techs and maintain that for a bit.
Let me rephrase that: someone should send a message asking CFC if they can help fund our research for the rest of the Medieval Age.
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Trip
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Hunt Valley
Apr 2002 time: 00:23
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About 180, but yeah, close enough. 
Right now we only have 81 units capable of blocking tiles, assuming everyone makes it home safely.
I would bet CFC has another 20, maybe 25. That's 105 units, meaning we need another 75. CFC's economy absolutely blows, so we don't really want them burning themselves out on building even MORE units when they should be catching up with Markets and Workers and filling up the rest of their land. That means most of those 75 units we would have to build.
I still think 20 new Cavalry would do the job just as well without causing such a drain on our economy. That's an extra 55 GPT we could save, and while upgrade costs will be expensive, they won't end up being 55 GPT.
Keep in mind we can continue using those Cavalry for coast blocking until GWT gets Marines. So they don't go obsolete as soon as, say, GWT gets Riflemen. Warriors are completely useless and will be draining our economy until GWT gets Marines. -55 GPT for that long is far, far too expensive. Upgrading 20 new Cav is easily more economical.
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