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Tiberius

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Europe
Jan 2000 time: 06:24
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Hello everyone. This is the new Military Architect speaking 
This thread is re-opened.
Any suggestions to our military strategy are wellcome.
It is understandable that our first priority, especially given the fact that we are alone on a continent, is REXing. However, it shouldn't be done without proper defence. I suggest that once we have built a few more settlers/cities, one of our cities to build baracks, for the purpose of training veteran mercenaries and archers (or whatever will be available then).
Once we settled our continent, what do you think that should be the number of our defenders/city respectively attackers (preferably mounted units) / city?
I would go for an average 2 defenders and 1 attacker per city, obviously more if war is likely to happen. As for bombardment units, maybe a few catapults if we fear an invasion, more cannons later and a lots of artilleries in the end, but this is too far away.
This is for now. Like I said, comments/critics are wellcome. 
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Tiberius

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Europe
Jan 2000 time: 06:24
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quote: Originally posted by Spiffor
Since we are Carthaginians, I'm completely against building archers. They'll have no use whatsoever, as we'll find our rivals much later (when we'll have at least Iron working handy, and more probably when we'll have chivalry) |
They are not useless. They are just as good attacking as a Mercenary, but they are much cheaper. There's no need to waiste mercenaries for attack purposes (if that was the case, that is).
Besides, I said we should build offensive units after we will have built more cities and not necesarily archers, but whatever will be available then (swordsmen, horsemen, knigths, etc).
quote: I don't think we need a really serious defense right now : the only threat - Barbarians- is harmless against mere warriors.
I'd suggest most of our force to be made of warriors, so that we have more shields to build our settlers / workers.
Once we finish our REX, we should specialize one or two cities in unit building. Until then, I say warriors all the way ! |
I'm against this strategy. First of all, our cities doesn't even grow so fast to build warrior+settler pairs. Cities that grow fast and doesn't have production (like Farmerville) will build only settlers. Next, the mercenaries we can build are very good defensive units and will be available for a long time. I'm completely against waisting our production on useless warriors.
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:24
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quote: Originally posted by Tiberius
They are not useless. They are just as good attacking as a Mercenary, but they are much cheaper. There's no need to waiste mercenaries for attack purposes (if that was the case, that is).
Besides, I said we should build offensive units after we will have built more cities and not necesarily archers, but whatever will be available then (swordsmen, horsemen, knigths, etc). |
Tibi is right about archers not being completely useless... now. They will become obsolete with Horsemen and/or Swordsmen. I would lean toward centering our defenses around Mercs with a fast response force composed of about 75% mobile units and 25% high punch units like Swordsmen.
EDIT: to avoid misunderstanding, I do not think we need to build any archers right now. Just pointing out they are not that useless. However, until we get Horse Riding and/or Iron Working, I would focus on building the great Mercs.
quote: Originally posted by Tiberius
I'm against this strategy. First of all, our cities doesn't even grow so fast to build warrior+settler pairs. Cities that grow fast and doesn't have production (like Farmerville) will build only settlers. Next, the mercenaries we can build are very good defensive units and will be available for a long time. I'm completely against waisting our production on useless warriors. |
And I am with Tibi on this one. It is a public secret that I dislike the 1/1/1 suckers anyway... The main problem hindering our REX is not the need to build defenders, it is the (relatively) slow pop growth. Even with building Merc+Settler pairs, we will be draining our cities' population a lot.
Besides, considering the upgrade chain, warriors would suggest an offensive army build-up, while Mercs lead to a defense-oriented army. And with all that wonderful land around us, I assume we aim for a primarily defensive army.
Plus, the Mercs will last and be useful for quite some time, at least until knights (and with terrain and fortification bonuses, they may put up a good fight even against knights). Warriors, OTOH, would have to be upgraded at the earliest possibility, since they are pretty much useless against anything but barbarians.
Last edited by vondrack on 03-02-2003 at 13:26
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:24
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quote: Originally posted by Tiberius
While Angus is venturing deeply in the newly discovered territory, shouldn't we secure the passage? We don't know for sure how big that land is or that there are no civs beyond the ishtmus.
In 3 turns Panama is finishing its mercenary and when it will be ready, we could move Howard from Panama into a blocking position (actually on the mountain, just beyond the ishtmus, and if somebody approaches, back one tile). |
Well, I would rather leave Howard in Panama (after all, he is already an elderly gentleman... ), sending the new Merc (what about calling him Mercedes? ) to the isthmus, 'cause if there was anyone coming, a mere warrior would be no guarantee the intruder would not pass through using brute force... unlike the Merc that would most probably be able to hold his ground against anything that could possibly come from the unknown. As far as handling barbarian raids and unhappiness, Howard will do in Panama...
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Sharpe
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Ontario
May 1999 time: 00:24
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Military Architect suggestions (1025 bc onwards for the next few turns) - still subject to revision ...
- Use Alexander to destroy the barb camp W of Jackson, but then move him south to Karina to assist with containing the south barb uprising
- Move Angus into Panama in 1025 bc then upgrade him the next turn to swordman, then send either him or Howard south to Forkmouth to act as its garrison.
- Once Angus or Howard arrive at Forkmouth, send Forkman to Panama to upgrade him to a Swordman
- Keep the new Panama horseman in the north until the 3rd horse is built (or a merc) then move him south to the Karina area. Unless Forkman becomes a swordman first then move the horse south.
- I suggest either building a 3rd horse or a merc in Panama once the 2nd horse is complete
- I suggest sending the "unnamed" merc currently moving into the jungle east of the RedBrick workers south.
Not sure what to suggest for this merc - Farmerville should finally have a merc garrison, but I am not sure that we should have Conan or Gaul to act as a garrison for Logville for very long due to the barb problem and we should upgrade Conan too.
I am not sure what we should do with the next Legopolis merc - perhaps the best use would be as ano escort for the next Farmerville settler.
Once sufficient forces are in the south and we have enough protection for the southern cities and workers, we should then move Conan north to be upgraded to a Swordman type. Not sure if we should bother upgrading Gaul or not.
This should leave us with at least the following - 2 swords in the north (Angus and Forkman), a sword in the central region (Howard) and a 2 horsemen (Alexander and #2) in the south in 10-15 turns. I think we need more additions to be added to the central region force, but I would be reaching into the time of Zargon's MA mandate to make suggestions.
Any comments or suggestions? (Especially Zargon as part of this plan may creep into your time as MA and of course Vondrack - though everyone's opinion is valued)
Last edited by Sharpe on 27-03-2003 at 07:56
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Sharpe
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Ontario
May 1999 time: 00:24
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So with the current build order - within the next 20 turns we should have a military consisting at least of:
- 3 horsemen (Alexander, Troy, Silver)
- 2 swordmen (Angus, Howard)
- 4 warriors (Conan, Gaul, Forkman & "Dieter?")
- 1 galley (Galleyleo)
- mercs: 8 built, 4 to be built within 20 turns
1 garrisoned in Legopolis
2 garrisoned in Jackson
1 garrisoned in RedBricks
1 garrisoned in Karina
1 garrisoned in Zargonia
1 garrisoned in DyeFields (Dyetrich)
1 blocking the Legos Minor peninsula
2 to be built in Panama (Panama garrison & Forkmouth garrison)
1 to be built in Legopolis (Farmerville garrison)
1 to be built in Jackson (Sharpehaven garrison)
- actual garrison assignments to be determined at the time of construction
Total upkeep cost in republic: 22 gold / turn
We will also have 3 new settlers during the next 20 turns - hopefully we can use Forkman as escort/garrison for one, or one of the horses, but we will probably need to use Gaul and Forkman as garrisons for the new cities - perhaps Gaul should be "exposed" to a barb horse on decent defensive ground on the hope that he will be promoted if that isn't too much of a risk.
Upgrading:
Total cost of upgrading warriors (all but Gaul) to swords:
3*40 = 120 gold
Total cost of upgrading horsemen to knights:
80*3 = 240 gold
Total cost of upgrades = 360 gold
Timing for upgrades:
- "Dieter" should be upgraded soon after he is built by sending him to Panama and moving one of the Panama swords to Legopolis as a MP.
- I would also like to upgrade Conan as soon as we can relieve him from his duties in the south as he would become our only veteran swordsman. We should probably send one of the two Panama swords or the RedBricks merc down to replace him as the Logville garrison - as soon as the Panama merc garrison is in place. If we use the RedBricks merc to replace Conan as the Logville garrison, we can move one of the Panama swords there instead to be its garrison (at least it will still be close to the northern cities).
Future Situations:
- However the Forkmouth build discussion turns out, we should probably build a 2nd galley as a backup, to speed the exploration around our landmass and to possibly intercept any invading force. Timing is flexible however.
- We should upgrade Forkman to sword as well, but with escort and garrison he might be unavailable for a while. If we do choose the Suez/Benelux canal site for one of the next few cities, it would reduce the number of units needed for garrisons for future cities.
- If Panama should happen to fall to an invading civ, we would lose both our iron and our horse source - however, the iron hill should be available in Karina but we don't have a backup horse source. Perhaps that should increase the likelihood of settling the Quanto site despite its irrigation problem.
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lmtoops
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Dallas, Texas
Mar 2002 time: 23:24
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From my point of view, we are on schedule to build our WC forces. In 10-15 turns (probably 8-13 now), we will have 2-4 catapults, 4 new horses, and 8 new mercs. Of course some of the mercs. are for new cities, but most are for the WC forces.
As far as clearing the jungle, I see 3-4 works available for clearing (Ken, Jimbo, Jason, Jr. and Frank Jr.?). I need some one to help me in calculating the number of turns need to clear the jungle and road (my editor isn't working...I probably deleted a required file, while getting rid of the old PTW version )
In any case, 3 workers are enough to get us started. We could just road the required tiles first and then go about clearing the jungle. That sounds like the best bet, but I'm open to other suggestions.
Near Tarzania, I noticed some Fog of War right off our coast. We need to improve our visability in that area. We need to move the MP (Mercus) NE onto the coastal hill.
I also am concerned about all the coastal hills outside of Tarzania. They provide a good defense for an invasion force. We must develop a plan to cover that scenerio. The WC could be deployed to these hills once a hostile ship is spotted. Any suggestions?
Finally, is the best place to post? I think the "Next turn plans" thread is cluttered enough. But I have no preference.
Leo
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:24
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Alright, I've been promising this for quite some time. Here goes a pic of what I would like our naval screens to look like:

As you can see, the Western Naval Screen (WNS) is a bit "thicker" than necessary - that's to allow for a quick and flexible recovery if we lose one of the sentry boats. No vessel of movement 4 or less (GS ships currently have the movement of 4) can pass through the screen without us spotting it). As soon as we are able to, I would like to enhance the screen by another line closer to the coast, so that once our advance posts get nailed, we would still be able to see what's coming at us. We have all the vessels needed to set the Western Naval Screen as shown in the picture - they are currently either "anchored" at their ultimate destinations or en route to them.
The Eastern Naval Screen (ENS) is easier to set up, as the waters are much more narrow there and the screen directly expands our territorial waters. After finishing the new caravel in Crossing this turn (T176), we will still need one more one to finish the southernmost part of the ENS.
I believe that caravels are all we need for the screens. They are cheap to build, as expensive as and see as far as any other boat. I would not bother upgrading them, unless we really do not know what do build/upgrade.
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