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E_T is offline E_T
Emperor
Orlando, Florida
Mar 2001
time: 00:37
  Old Post 26-08-2005 11:44
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Econ Planning: Government change before War? Support Apolyton, buy Galactic Civilizations

As we will very possibly be going to war, in 50 turns, it would be best, for our GA, to not be in Despitism when we do.

Granted, a defensive UU isn't the best for GA triggering, but it still gets the job done. And there will be ample opertunity for that to happen, if and when we go to war.

So, the government discussion was tabled, months ago, because it was just too soon to even consider what government we wanted, little alone as to when.

But the main thing is, that we will very likely, be in a war, around 50 turns from now. So, how do we go about getting that government change and what government do we want?

We are currently planning to research Wheel and WC, after IW. After those, very likely HBR (but might not, if someone else does it for us). CBR is going Philo route (most likely) and that's not far from Republic. CBR also has CB, which we could get via a trade. So that would leave us 2 other techs, before Monarchy. Or do we bit the GA bullet and wait for a Feudalism Government.

Personally, I don't kare much for Pop rushing and I do like to be able to cash shortrush a build, if need be.

discussion now reopened.

E_T

Thot is offline Thot
Chieftain

Jul 2004
time: 06:37
  Old Post 26-08-2005 11:54
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Put an end to popups!

Republic, please! Let's get CBR to research it for us...

RegentMan is offline RegentMan
Warlord

May 2005
time: 21:37
  Old Post 26-08-2005 20:24
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Republic's unit support cost will kill us. I'm for monarchy.

Krill is offline Krill
Emperor
On a cold wet rock, in the middle of the Atlantic Ocean.
Dec 2003
time: 05:37
  Old Post 26-08-2005 20:44
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Republics unit support won't kill us, if the MOI plays the game correctly (adding workers to cities the turn we hit republic), so that most of the core cities are pop 7+, so we get 3 free units per city. Compared to Monarchys 4 free units, but reduced gold intake, a well run republic can usually have just as large an army as a monarchy, but research a hell of a lot faster. When we know the lay of the land better, I will start running my sims up to about run 70 or 80

---

So aim for republic. Personally I would love to try and get CBR and us to go for rep using the free philo tech, but I think that CDZ may do the same thing or just go for philo straight off.

Republic costs 28*30 = 840 beakers.
Monarchy costs 24*30 = 720 beakers.

Both are expensive, and take a long time to research. If we researched all the way there, we would likely just finish research as we finished the NAP, maybe a bit before, if we beelined straight there.

Almost perfect.

E_T is offline E_T
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Mar 2001
time: 00:37
  Old Post 26-08-2005 23:42
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Krill, could you lay out a 10 city spread sim, with a largish Military and worker forces and then test out in both Republic and Monarchy. No FP. I want to get an idea as to the differences in the two. Assume that we have only 2 Luxes (as that's all we see near us now).

E_T

Krill is offline Krill
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Dec 2003
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  Old Post 26-08-2005 23:47
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hmm...How would you suggest I do that? I can't use this map, as we need to know more about the lay of the land before we can be 100% certain of city locations...

Krill is offline Krill
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  Old Post 26-08-2005 23:47
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Oh, and define largish Military.

N35t0r is offline N35t0r
King
( o Y o )
Jan 2000
time: 02:37
  Old Post 27-08-2005 12:27
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Got spare money?

around 3/4 units per city, including workers?

I'd say get what we know and add some random terrain... don't be too generous, but a bit is OK (there seems to be quite some bonuses around...)


BTW, this is a suggestion from someone who has played at most 5 games of C3, including vanilla, PtW and Cnquests, so take that into account

GodKing is offline GodKing
Emperor
Detroit
Feb 2002
time: 00:37
  Old Post 27-08-2005 13:03
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Try closser to 5+ units per city, including workers and settlers. 10 cities, 5 of which are size 7+

sirleif is offline sirleif
Chieftain
Berlin
Jun 2005
time: 05:37
  Old Post 27-08-2005 13:54
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Republic

War during despo is no problem if we hide our UU and don't use enkidu at the front.

for that we have to use our ressources very well - mean if possible we should build up our empire friendly first.
To get into a position that we have 15-20% more res. as the "enemy" .

That sould be possible in 50 turns.

sirleif

Moonbars is offline Moonbars

King
Glasgow
Aug 2002
time: 05:37
  Old Post 27-08-2005 17:59 Visit Moonbars<br><a href=/members><img src=/forums/images/inmate-icon.gif border=0></a><BR>'s homepage!
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Got spare money?

Republic is often MP Suicide, if you ask me. you can only really afford to change governments once in a game, and if you swap to republic you sacrifice the ability to have a large army, and if you fight humans you will need one..

Moonbars is offline Moonbars

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Aug 2002
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  Old Post 27-08-2005 18:09 Visit Moonbars<br><a href=/members><img src=/forums/images/inmate-icon.gif border=0></a><BR>'s homepage!
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quote:
Originally posted by Krill
Republics unit support won't kill us, if the MOI plays the game correctly (adding workers to cities the turn we hit republic), so that most of the core cities are pop 7+, so we get 3 free units per city.

Also don't forget that republic is 2 gold per unit, not 1 as in other governments. This quickly becomes a problem. Say you are 40 turns of research away from the next good unit, but your neighbour is a Monarchy or Feudalism, and is pumping out units. Your republic cannot compete - there is a point at which it has to cut research, then stop research, then start using up any gold it has stockpiled, and then it goes bankrupt. The feudalism wipes you out quick style, safe in the knowledge that it's "strong" compared to the republics military.

And disaster - the republic can't even rush it's pop into units the turn that stack pops up on the hills overlooking the capital. Republic should only be entered into if we do not fear a war, and we dont want to win by conquest - i've never seen this happen in an MP game.

quote:

Compared to Monarchys 4 free units, but reduced gold intake, a well run republic can usually have just as large an army as a monarchy, but research a hell of a lot faster.


What evidence do you have of this? Republic IS the better government, as long as you dont plan on having more than a garrision in each of your towns. If you do, dont switch to Republic..

Last edited by Moonbars on 27-08-2005 at 18:21

Moonbars is offline Moonbars

King
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  Old Post 27-08-2005 18:20 Visit Moonbars<br><a href=/members><img src=/forums/images/inmate-icon.gif border=0></a><BR>'s homepage!
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quote:
Originally posted by GodKing
Try closser to 5+ units per city, including workers and settlers. 10 cities, 5 of which are size 7+


that's a medium sized stack of 50 units.
Unit support for republic would be 60 gold per turn
Unit support for Monarchy would be 20 gold per turn.


Let's say that we are evenly balanced against the only other tribe on our land mass. They are a monarchy with 50 units, we a republic with 50.

They start producing more units - they produce 10 more swordsmen & delcare war.

Their 10 units cost them an extra 10 GPT
We respond by building 10 extra units - this costs us 20 GPT
Our unit support is now 80 gold per turn.

This can go on.. they'll easily outstrip us and win the war by numbers. Our pops are growing at the same rate, so they'll get more free unit support faster than us, and if we have to fall back and abandon a town, the lost income & unit support really really hurts.

Krill is offline Krill
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Dec 2003
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  Old Post 27-08-2005 18:29
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nope, pops don't have to grow at the same rate.

If you have 5 size 5 towns, and 5 size 7 cities, just add 10 workers to the towns, to bring up the population.

Those ten new labourers would give you an extra 20 gpt, and save you a further 20 gpt in unit costs. You also drop by a further 10 units, saving you another 20 gpt.

So even if you built another ten units, you would still be +40 gpt better off.

Moonbars is offline Moonbars

King
Glasgow
Aug 2002
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  Old Post 27-08-2005 18:45 Visit Moonbars<br><a href=/members><img src=/forums/images/inmate-icon.gif border=0></a><BR>'s homepage!
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Lose 30 kilos (of popups)

Krill - the other tribe could do this as well. there are lots of things each side could do, but to talk bout unit support stats you have to say "all other things being equal" or the comparison is pointless.

If we did as you say and built 10 workers compared to the Moanrchy's 10 extra swords, we'd be wiped out, 40 GPT better off or not.

GodKing is offline GodKing
Emperor
Detroit
Feb 2002
time: 00:37
  Old Post 27-08-2005 20:17
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quote:
Originally posted by Moonbars


that's a medium sized stack of 50 units.
Unit support for republic would be 60 gold per turn
Unit support for Monarchy would be 20 gold per turn.



Yep. Now, getting 10 cities, with 5 of them having a pop of 7+, is not likely to happen for a long time. More realistic is to have 10 cities, with 1 or 2 at 7+(because if they were good population / growing cities, we would be using them to make workers and settlers).

We have an extremely CHEEP defender. It pays to use it. Against an AI, I don't mind leaving some cities undefended on the front line, but not against a human, particularly when it can pop out a 10 shield defender.

Workers also count as unit support. We will probably have 1.5 to 2 workers per city. So, with 10 cities, 50 units to support, that is about 17 workers. Minus defenders (say 1.5 per city, higher in threat areas, lower in the non threat areas, and higher in the core as they have larger pop to keep happy) that is 15 defenders. Now, scouts, we will have 3 of them lets say.

So, of your 10 cities, and 50 units, you have 10 of them that can be used for offensive actions or as a moble reserve. That sucks.

It is clear, monarchy or feudalism. I prefer monarchy as it allows our cities to grow beyond 7 while maintaining good unit support, and is researched much earlier. Republic was a huge mistake in the last game. It crippled the domestic department as we had a huge military I was being forced to maintain while still trying to rex. The fact that most civs burn their own terratory behind them instead of letting it being captured is known, but we had to assume that we would capture it with our slow movers to justify our forces - and we didn't capture sh*t.

This brings up a good point. Would our neighbor be willing to trade slaves? It means slower production, but no unit support. Might be worth looking into sometime in the future prior to us killing them.

Moonbars is offline Moonbars

King
Glasgow
Aug 2002
time: 05:37
  Old Post 27-08-2005 20:25 Visit Moonbars<br><a href=/members><img src=/forums/images/inmate-icon.gif border=0></a><BR>'s homepage!
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The only point i'd make is that they are *your* ten cities, not mine, as it was your good self that propsoed those numbers

I share your feelings... Republic is suicide. People have to break out of the "republic is best" mindset and actually really look at it - republic is not so hot in many situations.

I also dont follow krill's figures when he talks about making 10 more workers - that's an extra 20 GPT a turn support, assuming they dont drop any cities below size 7, and then a reduction again once we re-add them.

Krill is offline Krill
Emperor
On a cold wet rock, in the middle of the Atlantic Ocean.
Dec 2003
time: 05:37
  Old Post 27-08-2005 20:33
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quote:
Yep. Now, getting 10 cities, with 5 of them having a pop of 7+, is not likely to happen for a long time. More realistic is to have 10 cities, with 1 or 2 at 7+(because if they were good population / growing cities, we would be using them to make workers and settlers).


Er, no.

Growth cities are used for making workers and settlers.

Not wonders, nor military units.

You add the workers back to cities that grow slowly but have a high spt to increase their pop quickly. It is more efficient.

And having Apolyton churn out settlers every four turns and the worker pump city providing the majority of the wokers, 5 cities and 5 towns is a conservative estimate.

Close to 5 Cities and 10 or so towns, I reckon, but that number of towns and the pop that they are at is variable.

Last edited by Krill on 28-08-2005 at 00:12

sirleif is offline sirleif
Chieftain
Berlin
Jun 2005
time: 05:37
  Old Post 27-08-2005 21:11
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about how much units we talk here?

I don't think that we have in 50 turn this much units that we have to pay for their support - if we are in rebubic.

We have 2 lux - how much citys?

what we have in 45 turns if we build up empire (city, infrastructur) and have only a task force?

And with till turn 45 we build fast army up.

Republic give twice of commerz, that gold you can use if needed for support and till it is not needed for that, you can use it for something other ..

It look like we have only 1 real boarder, than we don't need much units for the saved land.


sirleif

Moonbars is offline Moonbars

King
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Aug 2002
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  Old Post 27-08-2005 22:56 Visit Moonbars<br><a href=/members><img src=/forums/images/inmate-icon.gif border=0></a><BR>'s homepage!
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quote:
Originally posted by Krill

Growth cities are used for making workers and settlers.

Not wonders.


nobody has mentioned wonders as far as I am aware?

Moonbars is offline Moonbars

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  Old Post 27-08-2005 22:58 Visit Moonbars<br><a href=/members><img src=/forums/images/inmate-icon.gif border=0></a><BR>'s homepage!
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Put an end to popups!

the talk of "how mant units do we want" and "how mant cities will we have" is, IMO, moot.

What matters is: The enemy - if they stay in despotism or switch to Feud or Monarchy, they will be able to field more units than we can ever manage to field, and they will wipe us out

Krill is offline Krill
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  Old Post 27-08-2005 23:10
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Sorry, my mistake.

Moonbars is offline Moonbars

King
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  Old Post 28-08-2005 00:03 Visit Moonbars<br><a href=/members><img src=/forums/images/inmate-icon.gif border=0></a><BR>'s homepage!
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other big questions of the day include "Why had moonbars spelt "many" with a "t" twice in a post?

joncnunn is offline joncnunn
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Maryland Heights, MO
Sep 2002
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  Old Post 28-08-2005 05:37 Visit joncnunn's homepage!
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What's the anticipated ratio of units (including workers) to size 7+ cities at the start of the war supposed to be?

In round one, we had so few size 7 cities and so many units that our Republic wasn't particularly effective researching even in the GA.

N35t0r is offline N35t0r
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  Old Post 28-08-2005 05:48
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quote:
Originally posted by Moonbars
the talk of "how mant units do we want" and "how mant cities will we have" is, IMO, moot.

What matters is: The enemy - if they stay in despotism or switch to Feud or Monarchy, they will be able to field more units than we can ever manage to field, and they will wipe us out


That's why the first strike is decisive.

If we revolt just as our troops start moving out towards them, and the only government we have availiable is Republic, they will probably not suspect that we are going to attack them.

Furthermore, if Republic is the only availiable government, then they'd need to research a bit before switching to monarchy, which would mean that they would need to switch to anarchy in the middle of a war.

Moonbars is offline Moonbars

King
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  Old Post 28-08-2005 05:50 Visit Moonbars<br><a href=/members><img src=/forums/images/inmate-icon.gif border=0></a><BR>'s homepage!
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Joncnun - exactly my point.

Another point that needs to be understood: If you get into a race to build units with a tribe in another "inferior" govmernment, you will always fail if you are in a republic, because adding extra units cripples first your science, then your lux slider, then you go broke, whislt the other tribe is hardly affected by adding units, and can keep researching away. Making units is not something you can do overnight, even if you cash rush things along, it takes time - and if your republic starts to fall behind a monarchy that is pumping out units, it can play along for a while, but eventually it'll reach the point where adding extra units cripples it.

Plus, consider that when your sci slider gets down to 10 or 20%, any libs you've built start to cost you more gold than they earn in beakers.

Moonbars is offline Moonbars

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  Old Post 28-08-2005 06:01 Visit Moonbars<br><a href=/members><img src=/forums/images/inmate-icon.gif border=0></a><BR>'s homepage!
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quote:
Originally posted by N35t0r


That's why the first strike is decisive.

If we revolt just as our troops start moving out towards them, and the only government we have availiable is Republic, they will probably not suspect that we are going to attack them.

Furthermore, if Republic is the only availiable government, then they'd need to research a bit before switching to monarchy, which would mean that they would need to switch to anarchy in the middle of a war.


I fail to see how this relates to the discussion - can you explain for me?

They'll not expect us to attack them if we are going the republic route for one simple reason - not many people would consider republic as a suitable government from which to mount a war.

What happens if our inital attack is a success, and we capture a few cities ( we are talking about having 10 cities, they will have the same, or ballpark) but oh no! they beat us to the SoZ, or whilst we are in anarchy, they pop rush a few swords and turn the tables. Then we are a republic, that's just gotten into a war with a civ that has 6 ot 7 cities left, that is likely out exploring with curraghs long before us, and will possibly be recruiting allies long before us. We are likely in trouble - unless our inital low unit, possibly GA, Republic can get us a nice tech like Feudalism well before they get it - a possiblity. but if we at this point get drawn into the unit building game, we will not come out well.

If we suprise attack them and they are not ready in ancient times, sure, we'll likely win. Govmerent would be despotism for us both in this scenario. We win, we switch to Republic - no problem until we need to build units in the future, as is likely, when we discover we face an alliance of two tribes from another island pumping out units & equal to our tech (they can trade, whilst we have elimiated our only trading partner) Again in this scenario, Republic is the loser.

E_T is offline E_T
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Orlando, Florida
Mar 2001
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  Old Post 28-08-2005 09:26
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quote:
Originally posted by Moonbars
other big questions of the day include "Why had moonbars spelt "many" with a "t" twice in a post?


Because you had one too many Moonbeams??...

Seriously, Any sim should first look at where we are now, give us some conjectured terrain (conservatively, based on what we know and how map generation works) and see where we would be at, pop wise when we change.

We want to see several things, with this conjectured sim:
1) what forces we can build up, for a possible war
2) what infrastructure (especially in known areas) we have done.
3) What number of workers we have out, doing that infrastructure work
4) What number of workers we want (in % to number we will possibly have) to addd to cities, around the change my projection is not that many, with stuff still to be done
5) some of those cities will have been founded sooner than later, so their pop is also variable, depending on time of founding..Also, if workers being added, how many needed where?

Remember, that we are looking at PROJECTIONS of possibilities, depending on what we currently know. For one thing, city placements that you have might be changed, What we want are figures, based on our potential, for which is the better goverment. This isn't hard eco planing, but a very loose figuring, to get to where we will be in about 50 turns, and what we will be able to support/accomplish, depending on the type of government.

Basically, we want to know that, if we have sufficent forces to go to war, to be able to build infrastructure, and to be able to field possible War Settlers (and the number of worker that will be release to MoW for war useage); what will our economic health be like, if we were to change to a Republic or Monarcy Government (with some projections), This assumes that we don't capture any cities, that we don't capture any workers. Just straight up.

Is would it be better, atleast from first glance, to be in what government? We want to get the best from any possible GA, so it can't be Despotism that we look at, although having a comparison, at least under non-GA conditions, would be nice to have. Although, I know that we can work enough to make sure that we don't have a Despotic GA.

But we need some concrete figures, to help present our arguments. Just saying that we can do this and that isn't good enough, as the realitiies often overrule the wishes and what we can want to actually accomplish, in a particular time frame.

but having a basis, even though not entirely accurate, when that time does come, to draw off of, is what is needed.

MoI E_T

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King
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Aug 2002
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  Old Post 28-08-2005 16:36 Visit Moonbars<br><a href=/members><img src=/forums/images/inmate-icon.gif border=0></a><BR>'s homepage!
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you should also consider what happens if the enemy tribe starts to turn out units, before we attack them - or we meet a third tribe that is "strong" to us. How many units could a republic field to compete? at what point would the despotism or the monarchy have more units than we can ever field, after stopping our research?

Ljube is offline Ljube
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Belgrade
May 2003
time: 06:37
  Old Post 31-08-2005 06:53
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If we want to wage war, we should do it properly. This means war time economy and total war mentality. This further means feudalism.

We are scientific and it is very likely that we will get feudalism as a bonus tech at the beginning of the next age. Since feudalism is far superior to any other government when it comes to military production, we should use it as a war government until we erase all civs from our island. We should not lose time researching republic or monarchy.

 
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