I am currently doing an EXHAUSTIVE analysis of what the difference between each option would be over a 30-turn period in terms of building military units and settlers.
So far, temple looks like the best option because you essentially get 2 regular spearmen for every 1 veteran spearman I could produce under the barracks plan. The reasons why are:
1. That 10 shield additional cost (quite minor)
2. Far more importantly, I can fluctuate the city size between 3 and 5 or 4 and 6 with a temple, but I have to do it between 1 and 3 or 2 and 4 at best with a barracks - the difference in production is rather substantial and builds over time (pun intended).
The option I'm currently checking out is granary, worker, temple, then settler+spearmen combos.... it has the possibility of being rather effective, but there's a delay built in, of course. It means delaying 1.5 cities immediately in return for making up for them BIG TIME over the following 50-60 turns. Considering that we have 15 city sites left to cover, this may not be such a bad idea... only problem would be if we think a substantial number of those city sites are in jeopardy if we don't cover one more than we otherwise would in the next 15 turns or so.
I'm still doing the detailed analysis... I'll post the results when it's done.
As for the barracks, it's a crappy option REX-wise. From what little I've seen so far, here's what I can tell you:
Length of Cycle for Building Spearman+Settler under each plan:
Barracks Plan - 11 turns
Temple Plan - 8 turns (generally 8 turns, but you have to throw in a 9-turn cycle occassionally to make up for food loss in an 8-turn cycle)
Granary Plan: takes longer to warm up (first cycle is 10 turns), but levels out to 8 turns.
The Granary+Temple plan, however.... now that I'm still working on, but it means A LOT more trade over time. It's warm-up time is longer for obvious reasons, but it may be worth it... still working on that.
So far, temple looks like the best option because you essentially get 2 regular spearmen for every 1 veteran spearman I could produce under the barracks plan. The reasons why are:
1. That 10 shield additional cost (quite minor)
2. Far more importantly, I can fluctuate the city size between 3 and 5 or 4 and 6 with a temple, but I have to do it between 1 and 3 or 2 and 4 at best with a barracks - the difference in production is rather substantial and builds over time (pun intended).
The option I'm currently checking out is granary, worker, temple, then settler+spearmen combos.... it has the possibility of being rather effective, but there's a delay built in, of course. It means delaying 1.5 cities immediately in return for making up for them BIG TIME over the following 50-60 turns. Considering that we have 15 city sites left to cover, this may not be such a bad idea... only problem would be if we think a substantial number of those city sites are in jeopardy if we don't cover one more than we otherwise would in the next 15 turns or so.
I'm still doing the detailed analysis... I'll post the results when it's done.
As for the barracks, it's a crappy option REX-wise. From what little I've seen so far, here's what I can tell you:
Length of Cycle for Building Spearman+Settler under each plan:
Barracks Plan - 11 turns
Temple Plan - 8 turns (generally 8 turns, but you have to throw in a 9-turn cycle occassionally to make up for food loss in an 8-turn cycle)
Granary Plan: takes longer to warm up (first cycle is 10 turns), but levels out to 8 turns.
The Granary+Temple plan, however.... now that I'm still working on, but it means A LOT more trade over time. It's warm-up time is longer for obvious reasons, but it may be worth it... still working on that.
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