Okay so let's start talking about this. As several people have pointed out, our team seems to do very well whenever we set a defined goal. See Library, The Great and Gardens, The Hanging.
So, the first step is defining our problem. Doing that with building a wonder is fairly easy while something like this is a bit more complicated, of course. But while just saying "Let's draft Oromos and kill Imperio" is good from a basic overview, it needs a bit more definition for us to optimize the plan.
I'm copying what someone (sunrise?) said over in the Metagame thread as a place to start.
-Many (20?) Oromos, all drafted
-10 cats
-10+ knights/horse archers
-10 combined Elephants and Pikes (I prefer Elephants)
-4 missionaries
-6 theaters at half-cost
-Globe Theater
So, what else do we need?
* In addition to the assault troops mentioned above, we need to make sure we bring along enough garrison troops, as well as making sure our homeland cities are adequately garrisoned.
* Techs: Gunpowder, Nationalism and Drama in addition to our current build of Engineering are really the only ones we NEED, right? Possibly Theology?
* Workers / Settlers: How many of each of those are we wanting to build before we attack. They won't go on the attack so to speak, but any production spent on them is production that can't be spent on the attack force
* Infra builds: In a similar vein - what kind of infrastructure do we need in our existing cities? Anything spent on infra can't be spent on the attack force.
* What else?
If we are agreed that THE power play for us is a quick assault and takeover of Imperio's lands as soon as we possibly can, then we need to focus everything we have on getting the agreed upon forces.
If we can start answering the above questions (as well as the ones that I just don't know enough to even ask), I will sketch out a rough plan which will let us figure out at what approximate turn we can attack, and whether we are currently research or production limited.
So, the first step is defining our problem. Doing that with building a wonder is fairly easy while something like this is a bit more complicated, of course. But while just saying "Let's draft Oromos and kill Imperio" is good from a basic overview, it needs a bit more definition for us to optimize the plan.
I'm copying what someone (sunrise?) said over in the Metagame thread as a place to start.
-Many (20?) Oromos, all drafted
-10 cats
-10+ knights/horse archers
-10 combined Elephants and Pikes (I prefer Elephants)
-4 missionaries
-6 theaters at half-cost
-Globe Theater
So, what else do we need?
* In addition to the assault troops mentioned above, we need to make sure we bring along enough garrison troops, as well as making sure our homeland cities are adequately garrisoned.
* Techs: Gunpowder, Nationalism and Drama in addition to our current build of Engineering are really the only ones we NEED, right? Possibly Theology?
* Workers / Settlers: How many of each of those are we wanting to build before we attack. They won't go on the attack so to speak, but any production spent on them is production that can't be spent on the attack force
* Infra builds: In a similar vein - what kind of infrastructure do we need in our existing cities? Anything spent on infra can't be spent on the attack force.
* What else?
If we are agreed that THE power play for us is a quick assault and takeover of Imperio's lands as soon as we possibly can, then we need to focus everything we have on getting the agreed upon forces.
If we can start answering the above questions (as well as the ones that I just don't know enough to even ask), I will sketch out a rough plan which will let us figure out at what approximate turn we can attack, and whether we are currently research or production limited.
I have no idea what is best in this case....but if we desire to eliminate Imperio for the game then we may want to consider keeping their cities.
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