westamastaflash
Lord Commander
- Joined
- Nov 1, 2007
- Messages
- 933
I am playing a Monarch game with Hannah. I used Classical Start, so the issue may be lessened with Ancient start. Tectonics map, Large, 19 civs, 60% water. Normal Speed. Used 800 gold advanced start (so no religious techs would pop before the beginning). Oh, and No Tech Trading, so the AI may be more gimped than usual.
Here's the scenario.
Turn 240, me being a lazy builder, building settlers and thanes of kilmorph to travel to distant shores and build more ciites. Only 2 warriors defending each of my main cities. As I founded Runes, I've got a kickass gold city pulling in 30 gpt.
Tablets of bambur pops a great engineer, so I wait until I get Arete, and pop the Mines of Gal-Dur.
Around this time, Charadon, my happy Runes-loving Barbarian neighbor, decides that I'm not pious enough and assaults the outlying city nearest to him. My poor Malestrom mage is destroyed by an onslaught of wolves, and the city falls.
I then switch to 100% gold and proceed to build a kickass army of Mercenaries with Iron Weapons (7 str), Commando (raiders trait), and Shield of Faith.
My switch between having no army to having the best army on the planet happened in a span of about 10-15 turns. > 400 gold per turn coming in meant 3-4 mercs / turn. Charadon is now dying at the hands of my mercenaries. Oh, and I don't even need to leave part of my army back to defend my newly conquered cities, since i can immediately expand the guild and buy a few fresh str 7 defenders with the gold from capturing the city.
Is it just me, or are the mercenaries really, really powerful? I mean, a Str 7 unit for 120 gold! The gold cost to rush a champion is much higher than that, isn't it?
Or is the problem the Mines of Gal-Dur, and the fact that Iron Weapons earlier than anyone else is really, really powerful?
Or both?
Here's the scenario.
Turn 240, me being a lazy builder, building settlers and thanes of kilmorph to travel to distant shores and build more ciites. Only 2 warriors defending each of my main cities. As I founded Runes, I've got a kickass gold city pulling in 30 gpt.
Tablets of bambur pops a great engineer, so I wait until I get Arete, and pop the Mines of Gal-Dur.
Around this time, Charadon, my happy Runes-loving Barbarian neighbor, decides that I'm not pious enough and assaults the outlying city nearest to him. My poor Malestrom mage is destroyed by an onslaught of wolves, and the city falls.
I then switch to 100% gold and proceed to build a kickass army of Mercenaries with Iron Weapons (7 str), Commando (raiders trait), and Shield of Faith.
My switch between having no army to having the best army on the planet happened in a span of about 10-15 turns. > 400 gold per turn coming in meant 3-4 mercs / turn. Charadon is now dying at the hands of my mercenaries. Oh, and I don't even need to leave part of my army back to defend my newly conquered cities, since i can immediately expand the guild and buy a few fresh str 7 defenders with the gold from capturing the city.
Is it just me, or are the mercenaries really, really powerful? I mean, a Str 7 unit for 120 gold! The gold cost to rush a champion is much higher than that, isn't it?
Or is the problem the Mines of Gal-Dur, and the fact that Iron Weapons earlier than anyone else is really, really powerful?
Or both?