mad-bax said:
So... what can you do to alleviate this problem? Solutions include
1. Raze and replace cities.
2. Rushing a rax near the action for quicker healing.
3. Building some cheap units for resistance quelling.
4. Roading/railing to the front line to speed reinforcement.
5. The use of cats/canon/arty to improve surviveability and reduce the total loss of hit points.
6. The use of armies as city busters - to bear the brunt of the first attack against the strongest units.
7. Pause the war to regroup and allow healing.
8. Avoid battles other than to directly attack a city. Ignore enemy units that do not garrison cities.
What are the pros and cons of each of these tactics?
Going down the list...
1. Raze/replace cities
Pros: Resistance and flips aren't a problem when the cities don't exist; this frees troops from garrison duty.
Cons: Rebuilding a city, its population, and the improvements within it is costly economically - not only because you have to produce everything yourself, but because you've lost turns that the captured city might not have been in resistance. (If there is no flip and the city becomes productive immediately, you gain all that production that you have a 0% chance of seeing if you raze it.)
2. Rushing a barracks near the action
Pros: If the main problem is that troops are getting too injured to continue, they can be healed quickly and at a reasonable cost.
Cons: But if the main problem is something more to do with culture flips, not having enough units to seal the deal, or one obnoxiously large city on a hill protected by rivers on the convenient side, then the solution probably doesn't lie in being able to quickly heal units.
3. Building some cheap units for resistance quelling
Pros: Cheap units are...well...cheap, allowing an inexpensive solution to culture problems. They can also be used for the occasional battle in a pinch.
Cons: They take time and money to produce, and then they require unit support as long as they exist. They may not be worth as much (depending on potential upgrades) once the war is over, and you don't get very much out of disbanding them (since they were inexpensive to begin with).
4. Roading/railing the front line to speed reinforcement
Pros: Reinforcement is a more direct solution to the "we're burnt out for lack of troops against a powerful city" problem. Roads in and around captured cities on the war front will eventually be useful for economic reasons.
Cons: This sucks up worker turns that could be used to improve our already-productive cities (or requires building just a few more workers) and requires that units be assigned to the workers' defense. Building roads still leaves the problem of where the reinforcements will come from; that also takes up some economic output.
5. Using siege units and artillery to reduce HP loss
Pros: Catapults et al. can be massed to knock a city's defenders into submission, which allows you to take a city with fewer units.
Cons: I see catapults as most useful as part of an overall plan of attack. When they are built ahead of time and sent to the front lines in a coordinated fashion, sometimes they can be just what's needed. But building them in a sort of "after the fact" manner, as we would be doing here, has a few downsides.
Once again, it takes a reasonable amount of economic output just to build the catapults. Then we'd also have to finance defenders for the catapult stack who were at least powerful enough to make sure that the catapults don't get captured (although this is something of a function of what Persia's army is packing). Catapults are also slow, so sending them all in from the main part of the nation will take a fair amount of time.
6. Using armies to break open battles against strong units
Pros: Armies have large amounts of resources available to beat up a single unit, and if they are lucky early on, they can take out more than one unit per turn.
Cons: We don't have any armies.
...
Plus, armies are somewhat weaker in 1.29 compared to C3C (this is IIRC stuff; please correct me if I'm wrong about the bonuses - I believe armies gained attack/defense bonuses only in C3C), so their main advantage lies in their hit points. Armies can also be used in other roles - garrison duty, for example, or chasing down individual marauding units in the countryside.
7. Pause the war to regroup and allow healing.
Pros: You can get back to an economic focus, which would allow you to implement one of the other solutions suggested above. Your units do get to heal in the meantime without need for construction of a barracks that might become meaningless later.
Cons: Economic focus is a two-way street. If you aren't clearly winning the war, allowing your opponent to regroup might allow him to catch his breath long enough to make life difficult when you return to war. You may have to wait longer than you'd like to resume the war, depending on the diplomatic contacts available to your opponent. And, of course, if you stop the war in the middle, you don't get the production of the enemy's towns as quickly as you would otherwise (unless you really need the pause for reinforcement).
8. Avoid enemy units that do not garrison cities
(I'm afraid I don't really understand this one. If your eventual goal is the cities, what's the concern with the units that aren't garrisoning them? Is it mostly a question of pulling troops into cities for extra defense?)
--
I think it may be time to sit down and come up with another rather tactical plan for how to clean up in Persia, especially with a deadly size-11 Persepolis. Then, once we have a workable plan, we can see how the "time and money" factor fits into that plan. (All the plans above require an investment in turns [to move catapults, say] and resources [to build the catapults and their defenders]; a more definite plan might allow us to better judge which plan is the best.)