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What should Madrid build next (please give arguments)?
This poll is closed. |
| Temple (30 shields) |
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6 |
42.86% |
| Barracks (40 shields) |
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6 |
42.86% |
| Granary (60 shields) |
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0 |
0% |
| Spearman (20 shields) and 1-2 warriors (10 shields each) |
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1 |
7.14% |
| Worker (10 shields - drop pop to 1) |
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1 |
7.14% |
| Total: |
14 voters |
100% |
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OliverFA
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Leeds, UK
Sep 2002 time: 06:25
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If the next in queue after that is a worker then I would go for barracks now.
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dejon
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And now for a completely different take on it...
I say Temple.
1) It will be completed the most quickly, so we get the worker more quickly. Arnelos is right, building the worker first will ultimately slow REX down.
2) It will allow us more flexibility in military unit duties, if one less garrison in necessary in Madrid.
3) It will speed the cultural expansion of Madrid, connecting with Pamplona, and starting to "draw the line" across the continent that we desire.
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astrologix
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On Earth
Jun 2002 time: 06:25
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We have many good defense bonus in our surroundings (mountains, hills, jungle, rivers). Thus, we don't need veterans units at the moment, so we dont need barracks urgently.
I think a Temple will be the best choice for Madrid :
1. Enlarge our borders, connecting Madrid & Pamplona soon.
2. Helping Madrid to growth faster (delaying disorder).
3. Increasing our culture output.
After the Temple, and next bulding a worker, Madrid could build quickly somme spear or warriors, before building barracks, to form a virtual border at the North/North-West of Madrid and on the jungle (near the ND border), to survey the possible arrival of hostile troops. This will give us the time to switch our productions to military units if needed.
The defensive/survey border should be set soon, with Madrid becoming a Military units factory in a mid-term future. With a temple, two garrison units and a luxury, Madrid could reach the 6 pop easily and have an impressive shield output.
Last edited by astrologix on 23-01-2003 at 14:52
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Arnelos
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of the Free World
Sep 2002 time: 00:25
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I am currently doing an EXHAUSTIVE analysis of what the difference between each option would be over a 30-turn period in terms of building military units and settlers.
So far, temple looks like the best option because you essentially get 2 regular spearmen for every 1 veteran spearman I could produce under the barracks plan. The reasons why are:
1. That 10 shield additional cost (quite minor)
2. Far more importantly, I can fluctuate the city size between 3 and 5 or 4 and 6 with a temple, but I have to do it between 1 and 3 or 2 and 4 at best with a barracks - the difference in production is rather substantial and builds over time (pun intended).
The option I'm currently checking out is granary, worker, temple, then settler+spearmen combos.... it has the possibility of being rather effective, but there's a delay built in, of course. It means delaying 1.5 cities immediately in return for making up for them BIG TIME over the following 50-60 turns. Considering that we have 15 city sites left to cover, this may not be such a bad idea... only problem would be if we think a substantial number of those city sites are in jeopardy if we don't cover one more than we otherwise would in the next 15 turns or so.
I'm still doing the detailed analysis... I'll post the results when it's done.
As for the barracks, it's a crappy option REX-wise. From what little I've seen so far, here's what I can tell you:
Length of Cycle for Building Spearman+Settler under each plan:
Barracks Plan - 11 turns
Temple Plan - 8 turns (generally 8 turns, but you have to throw in a 9-turn cycle occassionally to make up for food loss in an 8-turn cycle)
Granary Plan: takes longer to warm up (first cycle is 10 turns), but levels out to 8 turns.
The Granary+Temple plan, however.... now that I'm still working on, but it means A LOT more trade over time. It's warm-up time is longer for obvious reasons, but it may be worth it... still working on that.
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