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Suggestions before ending turn in 210BC

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  • Suggestions before ending turn in 210BC

    Looking at the new 210 BC save I've noticed some dangerous "blunders" in our civilization.

    1)Seeberg, Napoleton, and Geofront are now building walls.

    Walls only give a 50% percent defensive bonus, only affect the city tile and expire as the city grows.

    Barracks on the other hand create veteran units and those units take that +1 hit point wherever they go. Any unit wounded in a city with Barracks COMPLETELY heals at the end of the turn while walls only allow the units to gain back one point of damage. VERY important to heal completely when you are the front.

    Barracks in these cities will allow us to upgrade the warriors to swordsmen which is a 50% defensive bonus to spearmen (upgrade to Pikemen) and a 200%/100% offensive/defensive bonus to warriors (upgrade to swordsmen).

    So barracks would allow equal to better defensive bonuses than walls, never expire, and create veteran units.

    2)Switch to Monarchy and adjust city entertainers appropriately before end of turn to assure no city goes into disorder.

    By switching to Monarchy now we can use our gold to finish the barracks in the three before mentioned cities, and I believe our workers can connect them to allow them to upgrade units BEFORE those cities are attacked.

    I also believe we can make peace with the Germans before hostilites break out as they have been slow to move and have other conflicts elsewhere. The existence of Munich makes them very peace friendly.

    This would allow us to concentrate on annexing the Persians.

  • #2
    Actually, walls =immediately= provide their bonuses; barracks only after building a unit. But I agree we shoud not build walls.

    Actually I wonder if we need barracks in every city. It currently eats up lots of our production capacity. Instead, we'd better produce the veteran units in a limited number of cities.
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    • #3
      If you have a veteran spearman lose 3 hitpoints defending, the next turn it only has 2 hitpoints.

      With Barracks the next turn it would have 4 hitpoints again. Barracks are crucial to defending cities with just a few isolated units.

      That's an IMMEDIATE bonus and IMHO a far greater one than a temporary 50% defensive bonus.

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      • #4
        Regarding 1: I agree. Plus, those barracks will come in handy the next time we build up our army.
        Regarding 2: IMHO Here It Is and a few cities in Mingapulco will go into civil disorder. We might want to increase the rate of entertainment instead of changing laborers to entertainers but I'll leave that to the rest of you to decide since I'm not a big expert on the impact of the entertainment rate on citizens' moods.
        "Close your eyes, for your eyes will only tell the truth,
        And the truth isn't what you want to see,
        Close your eyes, and let music set you free..."
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        • #5
          Actually, the veteran Spearman will have 3 hp next turn. Units in cities w/o barracks recover 2 hp per turn.

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          • #6
            Originally posted by skywalker
            Actually, the veteran Spearman will have 3 hp next turn. Units in cities w/o barracks recover 2 hp per turn.
            Acording to the rules they only recover one. Now I'm not necessarily saying Firaxis programming always goes by their rules, so you may be right. Still that would take two turns to fully recover and a barracks would fully recover them in 1 turn regardless of whether they were regular, veteran or elite.

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            • #7
              I don't entirely agree with you assessment (sp) on walls.
              First, Walls work up until size 7 (i believe) which is higher than we can allow those cities to go to anyways.
              Second, they provide immediate benifits that compile onto whatever rank the defender happens to have, no matter where they are from.
              Third, they are cheap and cost nothing to maintain. Once built, you never need to look at them again.

              Now barracks to have use which walls cannot do, but if you have a city that has a high probability of being attacked by an enemy in a few turns, walls are more approriate than barracks. Assuming the barracks get done in time, they still need to make a unit for the moral boost to take effect. The quicker unit heal rate is nice, however an ambush is an ambush and if there is no one to heal then the point is moot.

              I like walls. I like watching huge, powerful armies attack a city and fall one after another because they forgot the TNT at home.

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              • #9
                Just one thing : if walls are of any value, its now, in that kind of situation (in both meanings of circumstances and location).
                Statistical anomaly.
                The only thing necessary for the triumph of evil is for good men to do nothing.

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                • #10
                  Both would be nice... But I say build the walls first, then the barracks. Anything Germany throws at us this soon can't be sizeable, but it can be strong units.
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                  • #11
                    Originally posted by DAVOUT
                    Just one thing : if walls are of any value, its now, in that kind of situation (in both meanings of circumstances and location).
                    Walls aren't of any value in Civ3.


                    Originally posted by caesarqbear
                    Both would be nice... But I say build the walls first, then the barracks. Anything Germany throws at us this soon can't be sizeable, but it can be strong units.
                    No dice, we don't have resources to build both, its one or the other.

                    Your argument supports barracks as they fully heal after each small attack. There is no situation where walls are superior to barracks for defense, they work in addition to barracks but barracks are better on their own than walls.

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                    • #12
                      Originally posted by GhengisFarb

                      Walls aren't of any value in Civ3.
                      A 50% increase in defense value is more than enough to transform a loss in victory.
                      The only argument justifying your statement would be that in no case we let the ennemy arrived close to the city tile (which is the truly good solution). Are we able to do so right now ?
                      Statistical anomaly.
                      The only thing necessary for the triumph of evil is for good men to do nothing.

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                      • #13
                        Originally posted by DAVOUT


                        A 50% increase in defense value is more than enough to transform a loss in victory.
                        The only argument justifying your statement would be that in no case we let the ennemy arrived close to the city tile (which is the truly good solution). Are we able to do so right now ?
                        hi ,

                        that effect is lost as the city grows , ... so lets build something that makes the city grow faster , a worker or granery , .... etc , ...

                        this way we have our bonus , it even gets higher , ....

                        and we get a unit or building faster , ....

                        have a nice day
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                        • #14
                          I have a "play ahead questin", since monachy will be activated, can we do that in our game so we can make the relevant orders.
                          Aggie
                          The 5th President, 2nd SMC and 8th VP in the Civ3 Demogame. Also proud member of the GOW team in the PTW game. Peace through superior firepower.

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                          • #15
                            Originally posted by DAVOUT


                            A 50% increase in defense value is more than enough to transform a loss in victory.
                            The only argument justifying your statement would be that in no case we let the ennemy arrived close to the city tile (which is the truly good solution). Are we able to do so right now ?
                            You would rather have 50% of 1(1.5) versus simply 2(33% better odds than yours for a swordsman upgraded with a barracks and heals FOUR TIMES AS FAST) or 3(twice the defensive value you love and healing FOUR TIMES AS FAST).

                            Even Firaxis programmed the AI to avoid building walls because they knew there were much better options available.

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