I think the early horseman is a formidable force. It's ability to retreat makes it arguably better for sieging a town than a swordsman. Plus, you get to the besieged town faster!
Another beauty of the horman is that it costs 30 shields! Just nice for a rush build!
I always makes at least 1 horseman factory early on in the game. And slightly later in the game, I try to set up 2 horseman factories and a worker factory right next to each other.
I have discussed the 1 turn worker factory in an earlier thread. The horseman factory is simply a tool for translating the pop point into a troop.
What does a horseman factory need? Just 1 temple and a couple of troops at deity level and only 1-2 pop. This is very important because you will only be rush building in this town. Oppression misery will be through the roof. Fortunately, with 1 temple and 2 troops under depotism, a 2 pop town will always be content.
So here's how to run horsman factory. Just send a worker to this town every other turn and rush build the horseman. That's it.
I found that becuase the horseman production is every other turn, it is better to set up 2 horseman factories per worker factory. This way, you have a self-sustaining war machine cluster.
What happen when you move out of depotism? There are 2 possible way you can deal with the horseman town:
1. simply rush build a settler and basically disband the town. This deals with the misery issue totally of course.
2. or turn it into a worker factory. This route is tricky and only applicable if you switch to Monarchy. If you switch to Republic, the top route is the only viable option. Assuming you are in Monarchy, you will hve a shot at worker factorizing it. Because of the huge amount of misery, you will need to build a cathedral. This plus the original temple will make 3-4 people content. If you station 3 troops here in addition, you will be able to placate 6-7 people. Just enough for running a worker factory.
Another beauty of the horman is that it costs 30 shields! Just nice for a rush build!
I always makes at least 1 horseman factory early on in the game. And slightly later in the game, I try to set up 2 horseman factories and a worker factory right next to each other.
I have discussed the 1 turn worker factory in an earlier thread. The horseman factory is simply a tool for translating the pop point into a troop.
What does a horseman factory need? Just 1 temple and a couple of troops at deity level and only 1-2 pop. This is very important because you will only be rush building in this town. Oppression misery will be through the roof. Fortunately, with 1 temple and 2 troops under depotism, a 2 pop town will always be content.
So here's how to run horsman factory. Just send a worker to this town every other turn and rush build the horseman. That's it.
I found that becuase the horseman production is every other turn, it is better to set up 2 horseman factories per worker factory. This way, you have a self-sustaining war machine cluster.
What happen when you move out of depotism? There are 2 possible way you can deal with the horseman town:
1. simply rush build a settler and basically disband the town. This deals with the misery issue totally of course.
2. or turn it into a worker factory. This route is tricky and only applicable if you switch to Monarchy. If you switch to Republic, the top route is the only viable option. Assuming you are in Monarchy, you will hve a shot at worker factorizing it. Because of the huge amount of misery, you will need to build a cathedral. This plus the original temple will make 3-4 people content. If you station 3 troops here in addition, you will be able to placate 6-7 people. Just enough for running a worker factory.
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