Originally posted by nbarclay
A city with only mined grassland tiles for a non-agricultural civ has a food surplus of two per turn. With a granary, if the city maxes at size 12, it could draft every ten turns and grow back to size 12 the turn after each draft. That draft rate also wouldn't produce significant happiness problems unless the situation is borderline. That's not a fast rate of troop production, but the city can keep it up while at the same time focusing its production on city improvements.
A city with only mined grassland tiles for a non-agricultural civ has a food surplus of two per turn. With a granary, if the city maxes at size 12, it could draft every ten turns and grow back to size 12 the turn after each draft. That draft rate also wouldn't produce significant happiness problems unless the situation is borderline. That's not a fast rate of troop production, but the city can keep it up while at the same time focusing its production on city improvements.
I've never paid much attention to how much the AI uses conscripts, but those would have a more immediate affect on the game. An extra HP here would be a major benefit to the AI.
Yes, a human can draft many units and transport them to the area of an attack to help in a pinch. Here also I've never studied the AI very closely- they don't draft from distant cities to help fend off a human SOD? If not, then yes, this mod would heavily favor the player in this circumstance. However, I can't recall the AI ever placing me 'in a pinch' since my first couple of games- too predictable. (Maybe this is just because I've developed a 'builder' approach- I've never analyzed my stratagey in depth...)
Just because more players will try to use conscripts does not necessarily mean it will prove a benefit to humans. The question is 'will more of the player's conscripts see important battles than the AI's?' I haven't played enough Post-Industrial Era games to make this call...
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