 |
|  |
 |
|  |
 |
|  |
 |
|  |
 |
|
DeepO

|
 |
supporting Candle'Bre
Jan 2002 time: 06:29
|
|
It's kind of a slanted result, though. I have to say it is in itself wonderful to be so good, but this comes from being maxed out in pop in a couple of cities, in which we favor shields over food. If we want to keep this, we should really start to invest in food, so that our coastal cities can grow...
Otherwise, the moment the other teams are building enough workers, they are going to catch up. Lego for sure, but also RP and ND have more potential then us in terms of land, and even GoW will come close. Also note that corruption is going to get worse for us, we settled our core (except in case we could build a FP asap, which should be our priority anyhow)
Anyone want to guess at specific positions? We know Vox is last, but who is the one so close to them in shields? RP, with their non-industrial workers?
DeepO
|
|
|  |
 |
|
vulture
|
 |
Leeds, UK
Jun 2001 time: 05:29
|
|
I think that Vox aren't even on the list. Aside from us, we have to account for RP, GoW, ND and Lego, as well as Vox, so the #6 civ isn't on the lists at all, and that is almost certainly Vox at this point. But guessing that Lego is #2 in most things, that leaves us at pretty much double the capacity of any of the Bob civs, so us weighing in on a fight can potentially supply as many troops as 2 Bob civs, although that is probably way optimistic giving we are fighting off our home turf and they'll be hitting GAs (for two civs).
|
|
|  |
 |
|
Aeson
|
 |
orangesoda
Nov 2001 time: 22:29
|
|
I'd say it's pretty much GS, Lego, RP, GoW/ND in order on production and mfg. In gnp, RP is the one in last, but they aren't paying support costs (or not as much), so it's not as bad as it looks. I wouldn't be suprised if they are or above the gpt we are at with 100% tax, as we are only at +50 ourselves.
I agree with DeepO, we need to start focusing back on growing population. Worker pumps are what got us into this position in the first place. Cyclone by itself isn't enough, maybe we should get a couple builds (Market, Library) out of the way in EotS at high pop, and then liquidate it's pop back to under size 7 to set it back into a Worker/Settler pump to help out. That, along with a Granary in SS, and we should be able to at least keep up with Lego's population growth.
Arashi, Hurricane, and Tempest should be able to handle the production we need while EotS is off building population.
|
|
|  |
 |
|  |
 |
|
Aeson
|
 |
orangesoda
Nov 2001 time: 22:29
|
|
I think we could conceivably have EotS at a 4 turn Settler pump (with some spare production) at size 10-12. It would probably limit Tempest to size 10 during that time, and they'd be 40 food Settlers.
EotS could produce 7 straight 1 turn workers, which would allow us to give tiles to Cyclone and Bolderberg, and some of Cyclone's tiles to Tornado, while re-irrigating the Plains we need rather quickly. Then those Workers could help clear out the Jungle faster, which with an FP up about the same time is going to be very nice land from a food standpoint. Once we have enough Workers (15-20 out of EotS), we can then regrow EotS, max out it's food at size 12, and then set it up for 20 shields per turn production for 40 turns. That will be about the time Hurricane runs out of food most likely, and has to drop down to under 20 shields per turn.
Given that we have Aquaducts coming online in Bolderberg and Tornado, we have a lot of Jungle to clear out, that Tempest can be very productive with a few Workers added, and our FP is going to come online in an undeveloped area soon, I think the population in Workers pays off more than the population in EotS.
|
|
|  |
 |
|  |
 |
|
DeepO

|
 |
supporting Candle'Bre
Jan 2002 time: 06:29
|
|
I don't know about the med infs, Nathan. I'm not saying that we need to disband them, but unless we build a lot of cities very soon, upkeep will be our biggest expense. If we're not planning on fighting the next 10 turns, each unit less will be another 1 gpt (currently a 2% increase)... and in case we have to chose, med infs are better to disband then pikes.
Very soon, we want to have knights, and we want to have a lot more workers. Further, we're building a lot of improvements we need to pay... it won't take long before we're going to want to disband med infs anyway, so I'd rather do this soonish.
As to disbanding regs: It's not because they're regs I want to disband them, it's because if we want to disband med infs, the regs will be the first to go. And I certainly don't want to disband everything right now, only those we can afford to lose!
DeepO
|
|
|  |
 |
|
nbarclay
|
 |
Huntsville, Alabama
Dec 1999 time: 23:29
|
|
Given the likelihood of war on Bob, I think disbanding any forces right now would be a mistake. I hate losing so much gold on upkeep, but I'd hate having to scramble to replace disbanded units more.
Further, in MP, I view MedInfs as definitely worthwhile units. In SP, it's standard operating procedure for knights to operate independently without pike protection, but in MP, it would be a whole lot more dangerous. And if knights don't operate independently, it negates a lot of their advantage, making MedInfs a lot more attractive by comparison in MP.
|
|
|  |
All times are GMT. The time now is 05:29. Apolyton Time is 00:29. |
top of page
|
|
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|