Originally posted by Velociryx
There's a possible trick for AGG civs to pull here a bit later in the game. Chop a barracks into an unconnected city (new build or pillaged & conquered) and build a few medic-warriors, one for each stack you want to operate.
I like this trick, and would further suggest that it might be worth pillaging a road to isolate one of your cities (disconnect it from the copper) to do that same thing.
-=Vel=-
There's a possible trick for AGG civs to pull here a bit later in the game. Chop a barracks into an unconnected city (new build or pillaged & conquered) and build a few medic-warriors, one for each stack you want to operate.
I like this trick, and would further suggest that it might be worth pillaging a road to isolate one of your cities (disconnect it from the copper) to do that same thing.
-=Vel=-
You’re probably right Vel about the degree of differences in approach to specialisation though I think the example about not mining an iron tile because it is near a commerce city is the sort of gospel thing that would be spread about by some lunatic fringe group who only bring the game into disrepute.
On specifics, I don’t include barracks as a must build category. In fact, I build these quote sparingly – maybe in 50% of cities – but almost always in the second city. I tend to roughly equate a barracks as adding about 50% to the value of military unit builds. So a city will get its monies worth on a barracks if it builds 100 hammers worth of units (or 50 hammers for a non-AGG civ). I think military builds tend to follow Pareto’s law of CIVIV - the bit where 80% of work is done by 20% of cities so the lack of barracks everywhere is no great problem.
Even in the direst emergency you can still whip a unit without the 3 XP but, tbh, how often do you really have to do that anyway. In my last game I got one of my second/third tier cities to build a longbow for a new city that I had built within cultural borders. It was only when this was finished that I realised it did not have any experience but the city was so far within my borders that this was an insignificant loss.
Barracks, like extra units are really insurance costs that your civilisations pays to protect its assets (when they are not fighting abroad) while the benefit, after the first few barracks and units starts to reduce per extra unit of insurance. The cost can roughly be translated into lost beakers/gold/GPP that arise because of alternative tile selection or delayed buildings of more specialised science/gold multipliers. At a broadly theoretical level, you stop building those insurance units when the unit benefit is lower than the unit cost.
Going back to this other game of mine, I had my second city without a barracks and it had witnessed the Aztec invasion early in the game. Being a border holy city, four floodplains, river and gold, it stuck to building markets and monasteries (and missionaries) and farmed out the defensive duties to Heroic Epic city. Its garrison by late-mediaeval times stuck at about 6 units after I noticed a few Arabian catapults near the border.
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