Hippoville 4.2

What to build?

  • Caravan

    Votes: 6 75.0%
  • Pikeman (third)

    Votes: 0 0.0%
  • Crusader (attacking option)

    Votes: 1 12.5%
  • City walls

    Votes: 0 0.0%
  • Bank

    Votes: 0 0.0%
  • Harbor

    Votes: 1 12.5%
  • Settler

    Votes: 0 0.0%
  • other

    Votes: 0 0.0%

  • Total voters
    8

Dell19

Take a break
Joined
Dec 5, 2000
Messages
16,231
Location
London
Currently building a caravan (surprise!). So what should it build next. It has tow defenders and does not really need anything built so this would be a good city for caravans (probably).
 
I voted caravan. :king:
 
Yes, caravans for wonders and trade routes.
 
Well since its had a 100% vote for caravns so far, I believe that we should add two caravans to this city's queue.
 
Actually, as this city has decent production and is not supporting a ton of units, it may be a good location to build a fast attack unit for homeland defense if we decide that is needed, so I would say put only one caravan in the queue, and let's revisit the issue when the caravan is done.
 
I realise that crusaders are cheaper, but I like to defend with dips. You negate the threat and get a unit at the same time. It may cost money, but since we're on islands the cost won't be prohibitive as we're miles from other civs' capitals. If the unit's good then we can keep it, or if it's rubbish then we can just disband it in the nearest city for a production boost. I think that we have too many troops in some of our home cities. You may well complain that the Zulus have already landed on our home island and we may therefore still be threatened but I reckon that the fact some of our cities have a single shield of production without any waste is more serious and pressing.
 
I'm in agreement with duke.

Hopefully, as we progress into republic and later democracy, cash will be a pretty decent weapon for us. Dips, and later the all-powerful spies, are great on this type of map for the very reasons duke dictates.

Further, with no support and no happiness issues for being outside of the city, they are very versatile. If we ever needed to steal some tech, bribe an outpost city, set up an embassy, etc - then it'd be nice to have a few available as well.

Finally, I actually think that dips are 10 shields CHEAPER than crusaders. Again, I THINK that's right.
 
I love diplomat's to.They can be far more effective at defense of large area's ,as their movement is very good ,and they can still bribe at 0.5movement point's.and when you have two or three invading unit's you can just buy one up and let it kill the other's.
And diplo's don't need to be supported ,and they don't cause unhappiness when away from the city.

And afcourse the other advantage's are very interresting to.Me myself always use a lot of spy's and diplo's in my game's ,as i very much like stealing tech's, (wich also decreases tech costs)
i always try to steal as much tech's as possible in my games.
 
Okay, I like this diplo defender idea. The only potential drawback I see is the very same reason for not building more units: low shield output in some of our cities. If you bribe a unit, it's support reverts to the nearest city. If you bribe an attacking unit, its support will come from one of our cities. we will need to be aware of this and prepared to react accordingly and quickly should this ever happen, or we could inadvertently lose important units elsewhere if we suddently overtax the shield output of the wrong city. We all know that the AI decides which unit to disband, not the player :mad:
 
Well since the dip will be functioning as a defender then it shouldn't cause too many problems with disbanding units we've bribed. You can simply move the unit into the city, go to the units section of the city screen and choose to disband whichever one you want. If by some fluke we bribe a vet unit, then maybe we'll want to disband one of the other units, but the shield cost for the bribed unit will onlt last for two turns at the most and shouldn't prove a problem to our production. These two turns will be more than compensated for by the disbanding of the unit into production shields in the city.
 
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