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Rcoutme2
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Massachusetts
Sep 2004 time: 05:19
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My response. Ljube is making some valid points. He is also missing some. Population-rushing cities into insignificance can be useful, but prove to be an impractical way to wage war. We currently have small cities (called towns in Civ III). That is not likely to remain a popular position as our UU costs 20 turns to build in such a small city. Meanwhile, our capital is just about to (or has only just) reach 10 spt. This allows the city to build the Statue of Zeus in 20 turns. The comparison between 1 Keshik and the Statue of Zeus is like the comparison of a banana and an apple orchard.
In a large empire (more than 13 cities will be more than the 'optimum' for this scenario) cities that are distant from the capital will be hopelessly corrupt, but the cities that are close will NOT be hopelessly corrupt. If we choose to keep all of our cities small, the uncorrupted ones will take prohibitively long to produce, just as the corrupted ones will. This is not a recipe for militaristic conquest, it is a recipe for militaristic defeat.
While I believe that we need to use our militaristic trait to win the game (i.e. we must ultimately win by conquest or dominance), failing to grow will not achieve that goal. We need to balance the two. Thus...if we don't need to produce aqueducts, then we have one of the major obstacles to growth already solved (AND WE DON'T NEED TO PRODUCE AQUEDUCTS!!!!).
Growth, in this case, is likely to mean that we must balance trade, threats, military police and research to optimize our military strength. We are likely to need at least a few cities that can yeild 15-20 spt. The only way to achieve that is by growing them.
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Rcoutme2
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Massachusetts
Sep 2004 time: 05:19
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@ Ljube: where are we going to get the settlers for these small cities?
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Rcoutme2
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Massachusetts
Sep 2004 time: 05:19
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For the purposes of addressing Plato's request: (sorry for the long post that follows)
I believe that as the Mongol civ, we must try to win militarily. Any other option would mean that we chose the wrong civilization. We have started out extremely well (and we got extremely lucky that one of our neighbors 'gifted' us with their incompetence). We must keep up the momentum, but we will not be able to do this without good planning.
If we wish to be the 'biggest, baddest, meanest' group on the pangea in 100 turns, we will need to make sure that our opponents don't gain an edge on us. Diplomacy can do some of this by getting them to fight each other. We can fight to some extent, but the 'real' fighting needs to be done when we actually have an advantage. The only way we can get this advantage is by growing our core cities and taking advantage of Wonder-building whereever it presents.
The Statue of Zeus will cost 200 shields. It produces a 3/2/2 unit with +1 hp. This unit has only a marginally smaller chance of winning an attack than an equivalent Immortal (equivalent meaning that both are vets, so the AC has 5 hp and the immortal has 4 hp) and has the chance to retreat if things don't go well. It has a better defense than Immortals (and swordsmen). The SoZ in a city that possesses a barracks can, and often does, produce 25-50 units! Meanwhile, those units are capable of taking out any unit in the Middle Ages (albeit somewhat less than 50% against muskets). The win/loss ration of a vet AC vs a Vet pikemen is 58.3% win, 41.6% loss; against a musket the w/l is 41.9/58.1. These figures are for an unfortified unit.
Now...As the SoZ produces units until Metallurgy, there is a great chance that we would produce >25 Ancient Cavalry before obsolescence. Further, if we choose to not get metallury, we can keep producing them.
I have been informed that we may be at war soon, so some think that we can't invest in the SoZ. To that I respond: just how soon do you expect the 6 2/3 horsemen that could be produced from KBH to get to the front? Sending them 1 at a time is a clear recipe for disaster. Even sending 6 horsemen (alone) into a major battle 20 turns from now would be a dismal failure. Our army is some 12-14 turns away from our homeland (at least much of it is). The SoZ would be built in 19 turns, so it would finish before our army could reach us, nevermind anyone we are likely to be at war with. It takes only 25 turns before the SoZ has more than paid for itself with the strongest military units on the board.
Now...as for expansion, well, since, within about 50-60 turns, we would actually more than break even on military production by building settler-groups, I firmly believe that we need to use our relative 'moment of peace' to build some cities. Bloodview can be switched to a settler and finish in about 8-9 turns. We also need to irrigate our dry plains (in order for our cities to grow and get decent production), Bokhara can produce a worker right after it finishes its current horseman. This worker will greatly increase our ability to grow our core cities.
As for FA: the city has two irrigated flood plain squares. If we switch to a granary, it will take 4 turns to build it (if we use a the population rushing) and then the city will grow every 2 1/2 turns initially and every 5 after that. This kind of growth is enormous and allows a settler/worker factory that will give us much of the growth that we require. Thus...we can build units in Bokhara and Ta-Tu, keep growing these cities (after the initial investiture of the workers) and keep using them to build up our military for the early strikes.
Now...much of this plan will require that our military investiture for wars in the next 30 turns are minimal (provided we are on the attack). Bokhara and Ta-Tu can build horsemen, but only about 1/8-10 turns. So...for the next 30 turns, we are likely to see only 5-6 units from them combined. However, we do have an army that is moving out of A-M and can be used elsewhere if need be.
Now...if we push for the SoZ and then use the dye city for a wonder factory (probably building Leo's Workshop as Ljube suggested); we will have built some 20 free Ancient Cavalry in the next 120 turns. Meanwhile, we could also build about 33 horsemen (assuming we did not get Chivalry in that time, which is actually a bad assumption). If, instead, we choose to build only horsemen, we would build 40 of them.
Again, let me stress that the 7 horsemen we would be able to build in our capital have nowhere to go currently. They are not going to garner significant help from any other of our cities in the next 20 turns because we can not build much in our other cities. So...I see the choice between building the SoZ or building 7 horsemen that sit in our own territory, gobbling up 1 gpt per unit.
Last edited by Rcoutme2 on 11-05-2005 at 17:40
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