BornInCantaloup
Agent of Chaos
Regarding the army composition, Horse archers are a unit I haven't dismissed from the range of possibles, yet.
They are great raiders early on and have a long life span as support troops.
@ Pottery before Poly/Med :
Why not ? I don't think it is necessary to get the Oracle asap to make it safe. Or at least, I don't feel very nervous about it.
@ 2 scouting workboats :
They would bring us very important info on top of the (possible) circumnavigation bonus. So yep, that would be fine with me.
@ Oracle's pick :
- I'm back to the point where I favour Currency.
The trade routes bonus is a guaranteed +3 commerce per city. Instantly. This will allow us to research to any kind of military tech while setting up our production cities (be it via seafood or mines).
- Right now, due to the lack of strategic resource in sight, Construction is the soundest military tech. My stand is the following : How long would it take us to self research it after we have Currency ? 15 turns maybe ? 20 if we backfill some techs (Animal Husbandry) ? Currency gives us the research power to get there in time, building Granaries and Barracks. There will also be some border pops to get. So... Construction... I would not deem fit as an Oracle pick.
- If we want to get that kind of higher end military tech, I think Feudalism > Construction. Feudalism guarantees a sound ground unit + 2 civics (HR + Vassalage) and we could still research Construction in a reasonable time to back up Longbows with Catapults.
- Metal Casting. Last option. Brings us Forges that will be irrelevant to Orleans and Lyons at least (mid term). I love the Forge's bonuses but :
1) being charismatic offsets the happy boost (to some extent. We're not that desperate on the happy boosts) ;
2) Emperor level defenses offset the production boost (short term).
The Colossus is the main argument to go for Metal Casting, imo. Especially if we insert Pottery before Priesthood in the tech path anyways. We wouldn't have a granaries option vs no granaries option anymore.
The Currency option will have comparable infra to MC, and superior REx + research power.
The bad thing about Metal Casting is that the military advantage it can give us would cost us more than other options. Bulbing Machinery is possible but will prove troublesome with the Oracle's priest GPP... That's about it : if we need to research some other tech, Currency will get there faster.
Lack of apparent Copper, also. This is bad for the MC pick.
They are great raiders early on and have a long life span as support troops.
@ Pottery before Poly/Med :
Why not ? I don't think it is necessary to get the Oracle asap to make it safe. Or at least, I don't feel very nervous about it.
@ 2 scouting workboats :
They would bring us very important info on top of the (possible) circumnavigation bonus. So yep, that would be fine with me.
@ Oracle's pick :
- I'm back to the point where I favour Currency.
The trade routes bonus is a guaranteed +3 commerce per city. Instantly. This will allow us to research to any kind of military tech while setting up our production cities (be it via seafood or mines).
- Right now, due to the lack of strategic resource in sight, Construction is the soundest military tech. My stand is the following : How long would it take us to self research it after we have Currency ? 15 turns maybe ? 20 if we backfill some techs (Animal Husbandry) ? Currency gives us the research power to get there in time, building Granaries and Barracks. There will also be some border pops to get. So... Construction... I would not deem fit as an Oracle pick.
- If we want to get that kind of higher end military tech, I think Feudalism > Construction. Feudalism guarantees a sound ground unit + 2 civics (HR + Vassalage) and we could still research Construction in a reasonable time to back up Longbows with Catapults.
- Metal Casting. Last option. Brings us Forges that will be irrelevant to Orleans and Lyons at least (mid term). I love the Forge's bonuses but :
1) being charismatic offsets the happy boost (to some extent. We're not that desperate on the happy boosts) ;
2) Emperor level defenses offset the production boost (short term).
The Colossus is the main argument to go for Metal Casting, imo. Especially if we insert Pottery before Priesthood in the tech path anyways. We wouldn't have a granaries option vs no granaries option anymore.
The Currency option will have comparable infra to MC, and superior REx + research power.
The bad thing about Metal Casting is that the military advantage it can give us would cost us more than other options. Bulbing Machinery is possible but will prove troublesome with the Oracle's priest GPP... That's about it : if we need to research some other tech, Currency will get there faster.
Lack of apparent Copper, also. This is bad for the MC pick.