We're gonna need a lot of pikemen.
I think we may also wish to ponder the usefulness of Med Inf vis-a-vis Knights. Same attack value, 4/7th the cost. They are basically good cheap counterattackers (from which Riders/Ansars can retreat). Bombard with cats, hit with Meds, finish with Knights. The Meds will be good for chewing through pikes protecting invasion stacks.
Can someone with access to the save have a look at the shields/turn of each of our major cities and figure out how many turns it takes each of those cities to build 1) pikemen, 2) med infs, and 3) knights?
I have a sneaking suspicion that it might be best to pretty much stop building Knights, at least for the time being.
We also need to consider whether or not we ought to cut our own iron so we can build WCs/Horsies for upgrade. If we do want to do that, we'd better have a good plan for exactly how long it will remain cut, and synchronize production (probably with the use of some rushing and some prebuilds) such that once the iron is cut, a bunch of cities switch to WCs/Horsies. Then, via shortrushing and whatnot, have them all complete within a turn or two of each other, and have the iron hooked back up the following turn. That would require some serious planning. Incidentally, we could also consider the use of warriors -> med inf upgrades. Expensive, but we could get a lot of med infs that way.
Also, if perchance we get another leader (not that it's much of a probability. AFAIK, we don't even have any elite units over on Bob, excepting 1 pikeman), I think Leo's becomes a huge priority. Of course we'd rather have a palace move, but we've gotta be able to win the war in order to protect that, and winning the war is very much in doubt. With Leo's, though, using iron cutting/upgrading could be a war-winner.
Oh, yeah, research... We should inquire as to the possibility of getting Invention from Vox or Lego. If we can't, we should wait until it's gone around and then crank our research up to get it ASAP.
-Arrian
I think we may also wish to ponder the usefulness of Med Inf vis-a-vis Knights. Same attack value, 4/7th the cost. They are basically good cheap counterattackers (from which Riders/Ansars can retreat). Bombard with cats, hit with Meds, finish with Knights. The Meds will be good for chewing through pikes protecting invasion stacks.
Can someone with access to the save have a look at the shields/turn of each of our major cities and figure out how many turns it takes each of those cities to build 1) pikemen, 2) med infs, and 3) knights?
I have a sneaking suspicion that it might be best to pretty much stop building Knights, at least for the time being.
We also need to consider whether or not we ought to cut our own iron so we can build WCs/Horsies for upgrade. If we do want to do that, we'd better have a good plan for exactly how long it will remain cut, and synchronize production (probably with the use of some rushing and some prebuilds) such that once the iron is cut, a bunch of cities switch to WCs/Horsies. Then, via shortrushing and whatnot, have them all complete within a turn or two of each other, and have the iron hooked back up the following turn. That would require some serious planning. Incidentally, we could also consider the use of warriors -> med inf upgrades. Expensive, but we could get a lot of med infs that way.
Also, if perchance we get another leader (not that it's much of a probability. AFAIK, we don't even have any elite units over on Bob, excepting 1 pikeman), I think Leo's becomes a huge priority. Of course we'd rather have a palace move, but we've gotta be able to win the war in order to protect that, and winning the war is very much in doubt. With Leo's, though, using iron cutting/upgrading could be a war-winner.
Oh, yeah, research... We should inquire as to the possibility of getting Invention from Vox or Lego. If we can't, we should wait until it's gone around and then crank our research up to get it ASAP.
-Arrian


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