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  • Military or economy?

    It occurred to me that too many of our outer cities don’t have barracks and yet they are producing military units. On the other hand, few cities are producing trade infrastructure (temples, marketplaces, banks, colosseums, stock exchanges). I was thinking that maybe we should reverse this.

    I suggest we don’t produce a single dragoon until we discover tactics, for even vet dragoons are going to be upgraded to regular cavalry. We should change production in cities without barracks building military units to diplomats or engineers (depending on the number of shields already invested) and produce canon in cities with barracks. After that, all cities should start to produce trade infrastructure.

    Our gold per turn amount can easily be doubled in couple of turns and quadrupled in about twenty turns, if we proceed with this plan.
    That should allow us to bribe one city per turn.
    21
    A1: Proceed with all changes to military production according to the plan.
    9.52%
    2
    A2: Change dragoons in production to diplos / engineers.
    19.05%
    4
    A3: Change military to canon in cities with barracks.
    14.29%
    3
    A4: Scrap the miltary reduction plan. We need more units.
    4.76%
    1
    B1: Build economy improvements in all cities
    14.29%
    3
    B2: Build only temples and units next
    9.52%
    2
    B3: Build temples, barracks and units next
    9.52%
    2
    B4: No useless infrastructure. Build units!
    0.00%
    0
    D: Build banana plantations
    19.05%
    4

    The poll is expired.


  • #2
    I dont agree with building trade improvements in ALL city's. Have some city's with baracks build cannons and city's with low trade engineers/diplomats. The rest of our city's can build tradeimprovements.

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    • #3
      Re: Military or economy?

      Originally posted by ljcvetko
      I suggest we don’t produce a single dragoon until we discover tactics, for even vet dragoons are going to be upgraded to regular cavalry.
      True, but by your other suggestion we are trying to "acquire" Sun Tzu's, and with it, convert our (upgraded) non-vets back to vets. I think we should assume we will be successful in locating and bribing Pharsalos, and make use of Sun Tzu's. Having said this, I am not suggesting we necessarily need many more units, I just think that producing/notproducing dragoons should depend on more then their veteran status or whether or not we have barracks in the cities in question.

      Originally posted by ljcvetko
      That should allow us to bribe one city per turn.
      I believe that if we continue to acquire (bribe) the American cities, our gold will continue to increase to a point that we are not that far from being able to bribe a city a turn. I would like to see us continue to produce improvements, particularly those that increase our net revenue, but I am not sure such drastic action as "building improvement in all cities" is necessary, and indeed, may be counterproductive in low trade cities.

      /me Citizen of the Apolyton Imperium
      "Clearly I'm missing the thread some of where the NFL actually is." - Ben Kenobi on his NFL knowledge

      Comment


      • #4
        I dislike the idea of requiring ourselves to a particular plan for *all* cities. Let's give ourselves some flexibility!

        I agree it is not worth building Dragoons when it's Cavalry we're after (and they are so much more powerful). The cost is nearly the same (50 vs 60 shields) and the increase from 5-2 to 8-3 is considerable. We should build Cavalry (when we get them) in cities with barracks and build some Dips/Eng where there are not, plus city structures wherever they may be useful. We have 23 cities without temples, for example, which would improve our tithing if built. We also have 23 cities without Maketplaces, and building those would surely improve our income.

        Civ2 Demo Game #1 City-Planner, President, Historian
        Civ2 Demo Game #2 Minister of War,President, Minister of Trade, Vice President, City-Planner
        Civ2 Demo Game #3 President, Minister of War, President
        Civ2 Demo Game #4 Despot, City-Planner, Consul

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        • #5
          23 cities without temples?

          Another thing on the build queue. We are a fundamentalist government, let's give our people places of worship!
          Scouse Git (2) La Fayette Adam Smith Solomwi and Loinburger will not be forgotten.
          "Remember the night we broke the windows in this old house? This is what I wished for..."
          2015 APOLYTON FANTASY FOOTBALL CHAMPION!

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          • #6
            I agree it is not worth building Dragoons when it's Cavalry we're after
            But if our Science minister doesn't make a sound that will be eternity when we get them.

            [wolf in sheepclothing mode aka SMC in science toga]
            Increase our science-rate NOW
            [end off mode]

            Shade
            ex-president of Apolytonia former King of the Apolytonian Imperium
            "I have not failed. I've just found 10,000 ways that won't work." --Thomas Alva Edison (1847-1931)
            shameless plug to my site:home of Civ:Imperia(WIP)

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            • #7
              I agree we should build a Temple in every city. And anything else that will pay back its cost on a couple of sessions.

              Civ2 Demo Game #1 City-Planner, President, Historian
              Civ2 Demo Game #2 Minister of War,President, Minister of Trade, Vice President, City-Planner
              Civ2 Demo Game #3 President, Minister of War, President
              Civ2 Demo Game #4 Despot, City-Planner, Consul

              Comment


              • #8
                Science Minister?
                I think he disbanded his position
                "Clearly I'm missing the thread some of where the NFL actually is." - Ben Kenobi on his NFL knowledge

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