Thanks! I took a look at the diplomat thread. Not only were the conclusions interesting, but SlowThinker placed a nice table there. I still don't know what is causing those large spaces above mine.
Even though walls may come last, diplomats seem like a good idea. Here's a quick analysis. Suppose the walled city is size 4. The player does not know what is inside. But assume two defenders and a temple (and walls). I see three main attack options;
a) Do not use diplomats. Attack with 5 vet elllies (for example) and expect to lose 2 or 3 of them. Our loss of units is 80 or 120 shields.
b) Use 4 diplomats (1 investigates and 3 sabotage). Then attack the unwalled city with 2 vet ellies and expect both to live. Our loss of units is 120 shields.
c) Same as b) without the investigation. Loss is 90s.
Despite the slightly greater expected loss, trying b) seems better than a). The first dip reveals everything - If there is no temple, or many defenders, option b) is cheaper. If there are lots of improvements, we can still switch to plan a). The first dip does not have to wait for the others. I think plan b) makes even more sense for larger cities (with more defenders). There is less risk in plan b).
The drawback is - I (we?) usually have more ellies in play than dips. If I had 8 vet ellies nearby and no dips, I'd go with plan a) to save time.
Option c) costs one dip less than b). I am not sure how to analyze it yet, so maybe it needs testing. IIRC, two dips played in one turn are very very likely to take down walls in a 200AD city, which means c) is not really very risky. So, I tend to favor c).
Even though walls may come last, diplomats seem like a good idea. Here's a quick analysis. Suppose the walled city is size 4. The player does not know what is inside. But assume two defenders and a temple (and walls). I see three main attack options;
a) Do not use diplomats. Attack with 5 vet elllies (for example) and expect to lose 2 or 3 of them. Our loss of units is 80 or 120 shields.
b) Use 4 diplomats (1 investigates and 3 sabotage). Then attack the unwalled city with 2 vet ellies and expect both to live. Our loss of units is 120 shields.
c) Same as b) without the investigation. Loss is 90s.
Despite the slightly greater expected loss, trying b) seems better than a). The first dip reveals everything - If there is no temple, or many defenders, option b) is cheaper. If there are lots of improvements, we can still switch to plan a). The first dip does not have to wait for the others. I think plan b) makes even more sense for larger cities (with more defenders). There is less risk in plan b).
The drawback is - I (we?) usually have more ellies in play than dips. If I had 8 vet ellies nearby and no dips, I'd go with plan a) to save time.
Option c) costs one dip less than b). I am not sure how to analyze it yet, so maybe it needs testing. IIRC, two dips played in one turn are very very likely to take down walls in a 200AD city, which means c) is not really very risky. So, I tend to favor c).
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