Greetings citizens of Concordia. It is with great joy that I hereby announce that the time is drawing near when we will finally be able to potentially upgrade a select few of our armed forces.
Obviously, our treasury is a finite resource, and we should pick only the cream of the crop, or special cases, for this honour. After much thought I have narrowed down the list from out extensive military to propose the following select few for you to cast your eyes over and cast your votes for.
This poll is a multi choice poll, so you will be able to vote for as many, or as few, as you would like to receive this special treatment. If you vote for a unit which has a choice of upgrades please post you preference as well as voting.
As of 1460AD we have 720gp in the treasury and we are currently making a profit of 8gp / turn so spend that gold wisely.
GALLEYS - Upgrade to Galleons once we discover Astronomy (3 turns). There are no losses incurred with this upgrade, instead there is a 2 strength increase, 2 move point increase, 1 cargo space increase, and of course it will be able to navigate oceans. The cost of this upgrade is approximately 155gp.
Swift - Galley
Kublai's Bane - Galley
SWORDSMEN- Upgrade to Macemen once we discover Civil Service (? 9 turns ?). While they will lose their 10% city attack bonus for being a swordsman, they will gain 2 strength and a 50% bonus against melee units. The approximate cost per upgrade will be 155gp.
Fang - Swordsman - Woodsman I / Raider III - 25/26xp
Strutter - Swordsman - Combat I / Raider III - 17/26xp
Tiger Eyes - Swordsman - Raider III - 10/17xp
AXEMEN - Also upgrade to Macemen once we discover Civil Service (? 9 turns ?). There are no losses incurred with this upgrade as both units get a 50% bonus vs melee units, just a gain of 3 strength to look forward to. The approximate cost of this upgrade will be 179gp.
Chopper - Axeman - Combat I / Shock I / Cover I - 13/17xp
Arthur - Axeman - Combat I / Cover / Woodsman II - 17/26xp
ARCHERS - Upgrade to either Crossbowmen (we have the technology to do this) or Longbowmen once we discover Feudalism (? 8 turns ?).
An upgrade to a Crossbowman would result in the loss of it's 50% city defence bonus and 25% hill defence bonus, while gaining 3 strength and a 50% bonus vs melee units. The cost of this upgrade would be approximately 179gp.
An upgrade to a Longbowman would result in the loss of just 25% of it's city defence bonus, and no loss of it's hill defence bonus as both units have this bonus, while it would gain 3 strength. The cost of this upgrade would be approximately 134gp.
Little Jim - Archer - Combat III - 13/17xp
SPEARMEN - Upgrade to Pikemen once we discover Engineering (? 10 turns ?). There are no losses incurred with this upgrade as both units get a 100% bonus vs mounted units, just a gain of 2 strength to look forward to. The approximate cost of this upgrade will be 134gp.
Mint - Spearman - Combat II - 6/10xp
HORSE ARCHERS - Upgrade to Knights once we discover Guilds (? 15 turns ?). While there would be a loss of it's 50% bonus vs catapults, it would gain a 4 strength increase to compensate for this. The approximate cost of this upgrade would be 200gp.
Colt - Horse Archer - Flanking II / Visibility I - 14/17xp
CHARIOTS - Upgrade to either Horse Archers (we have the technology to do this) or Knights once we discover Guilds (? 15 turns ?).
An upgrade to a Horse Archer would result in the loss of it's ability to withdraw from combat, while gaining 2 strength, immunity to first strikes, and a 50% bonus vs catapult units. The cost of this upgrade would be approximately 179gp.
An upgrade to a Knight would result in the loss of it's ability to withdraw from combat, while gaining 6 strength and an immunity to first strikes. The cost of this upgrade would be approximately 314gp.
CHiPs - Chariot - Combat I / Medic I / Flanking I - 13/17xp
Obviously, our treasury is a finite resource, and we should pick only the cream of the crop, or special cases, for this honour. After much thought I have narrowed down the list from out extensive military to propose the following select few for you to cast your eyes over and cast your votes for.
This poll is a multi choice poll, so you will be able to vote for as many, or as few, as you would like to receive this special treatment. If you vote for a unit which has a choice of upgrades please post you preference as well as voting.
As of 1460AD we have 720gp in the treasury and we are currently making a profit of 8gp / turn so spend that gold wisely.
GALLEYS - Upgrade to Galleons once we discover Astronomy (3 turns). There are no losses incurred with this upgrade, instead there is a 2 strength increase, 2 move point increase, 1 cargo space increase, and of course it will be able to navigate oceans. The cost of this upgrade is approximately 155gp.
Swift - Galley
Kublai's Bane - Galley
SWORDSMEN- Upgrade to Macemen once we discover Civil Service (? 9 turns ?). While they will lose their 10% city attack bonus for being a swordsman, they will gain 2 strength and a 50% bonus against melee units. The approximate cost per upgrade will be 155gp.
Fang - Swordsman - Woodsman I / Raider III - 25/26xp
Strutter - Swordsman - Combat I / Raider III - 17/26xp
Tiger Eyes - Swordsman - Raider III - 10/17xp
AXEMEN - Also upgrade to Macemen once we discover Civil Service (? 9 turns ?). There are no losses incurred with this upgrade as both units get a 50% bonus vs melee units, just a gain of 3 strength to look forward to. The approximate cost of this upgrade will be 179gp.
Chopper - Axeman - Combat I / Shock I / Cover I - 13/17xp
Arthur - Axeman - Combat I / Cover / Woodsman II - 17/26xp
ARCHERS - Upgrade to either Crossbowmen (we have the technology to do this) or Longbowmen once we discover Feudalism (? 8 turns ?).
An upgrade to a Crossbowman would result in the loss of it's 50% city defence bonus and 25% hill defence bonus, while gaining 3 strength and a 50% bonus vs melee units. The cost of this upgrade would be approximately 179gp.
An upgrade to a Longbowman would result in the loss of just 25% of it's city defence bonus, and no loss of it's hill defence bonus as both units have this bonus, while it would gain 3 strength. The cost of this upgrade would be approximately 134gp.
Little Jim - Archer - Combat III - 13/17xp
SPEARMEN - Upgrade to Pikemen once we discover Engineering (? 10 turns ?). There are no losses incurred with this upgrade as both units get a 100% bonus vs mounted units, just a gain of 2 strength to look forward to. The approximate cost of this upgrade will be 134gp.
Mint - Spearman - Combat II - 6/10xp
HORSE ARCHERS - Upgrade to Knights once we discover Guilds (? 15 turns ?). While there would be a loss of it's 50% bonus vs catapults, it would gain a 4 strength increase to compensate for this. The approximate cost of this upgrade would be 200gp.
Colt - Horse Archer - Flanking II / Visibility I - 14/17xp
CHARIOTS - Upgrade to either Horse Archers (we have the technology to do this) or Knights once we discover Guilds (? 15 turns ?).
An upgrade to a Horse Archer would result in the loss of it's ability to withdraw from combat, while gaining 2 strength, immunity to first strikes, and a 50% bonus vs catapult units. The cost of this upgrade would be approximately 179gp.
An upgrade to a Knight would result in the loss of it's ability to withdraw from combat, while gaining 6 strength and an immunity to first strikes. The cost of this upgrade would be approximately 314gp.
CHiPs - Chariot - Combat I / Medic I / Flanking I - 13/17xp
) from now.
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