Originally posted by sooooo
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Also by later in the game the base HPT per turn will be higher (biology, workshops, etc) which favors the forge/factory/plant. Part of the reason I'm belatedly opposed to forge is that Cape Town's base HPT isn't that great, usually I see the HE in better terrain (another food bonus + couple more hills).
Maybe it would never be built if we keep thinking a decisive campaign is in the near future. That may not be the case in a war with PAL after we dominate our continent; it's conceivable that due to the need to naval invasions it's more or less a stalemate. Then the logic is less in favor of the immediate payoff of continuing nonstop units.
I guess I'm still in the Op. Bloodbath frame of mind, the idea that once we got Nationalism + Gunpowder we would throw everything into a big military push. Continuing to pump support units instead of a forge just makes more sense to me.
@sunrise: well, maybe, but... Using the non-GA numbers (40 hpt base/5hpt more), we would have to be between 25-59h into a mace, 45-49 h into a knight, etc. for it to pay off (I'm ignoring the cumulative per-turn bonus as that will sometimes overflow into making a unit a turn earlier and "reset" itself). To me it seems that P(sneak attack) * P(sneak attack force vs. our defending force such that one extra unit is a big deal) * P(forge means extra unit w/o whipping) is awfully small.
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