Sanityfaerie
Chieftain
- Joined
- Dec 17, 2009
- Messages
- 9
WRT Mines of Gal-Dur, from back when the discussion was about what happens when you have no copper
If you're planning on climbing the metals tree, then crafting and mining are either important parts of your base economy techs (if you have, say, gold in your starting cross) or the very first things that you should research after your base economy techs. As soon as you research them, you know if you have copper. At that point, given that both crafting and mining are required for Gal-Dur anyway, you're still on shortest path to pick those two up. You wouldn't get to RoK any faster if you'd planned to go that way from the start - except *possibly* for whatever benefit you'd get from a few extra turns of God King. That's plenty of space to adjust on the fly.
Just a bit of a pet logical peeve.
Beyond that, could people please clarify what they're trying to prove? It seems like we've fallen into a morass of arguing which is "stronger" between warriors and champions (and somehow ignoring axemen/swordsmen altogether) but I'm not at all certain what the point is.
Seems to me...
- warrior spam is a viable early-game technique. Given sufficient support from priests and mages it can be an effective mid-to-late game technique. This seems reasonably clear.
- warriors are a viable option largely because their cost so few hammers for their power, and some stack buffs work particularly well on them. They also tend to lose, so the warriors that do win get a large block of experience.
- warriors - even highly experienced ones - tend to lose, so that experience will go away pretty quickly if you don't upgrade them. They also have to be fielded in huge numbers and die a lot, so they tend to cost a fair amount of upkeep, have to be regularly replaced even when supported by mages and priests, and inflict a fair bit of war weariness.
There are two other weaknesses with warrior-spam as anything other than an early-game proposition.
- The first: hammer overruns don't do much for you - which means that as your cities start producing more and more hammers, your efficiency for pumping out warriors goes down. This is particularly harmful if you have things like the AV holy city or Shrine of the Fallen Hero, where you really want to build up a single city as the city that produces most or all of your troops.
- The second: on the attack, warriors take horrible levels of attrition. A well-supported assault force with some bombardment ability can steamroller through cities with small numbers of higher-level troops that would leave a bunch of their dead on the tracks if they were using warriors - which means not only does it cost you that many more hammers, but it cuts into your momentum that much more every time.
- The second: you keep discussing generic warriors, axemen, and champions, and ignoring UUs, because they're too complicated. Climbing the metal line pretty much isn't ever going to be the best way to do things unless you have some natural civ advantage to it. Every civ has some advantage somewhere, and it's pretty much always worth chasing your civ advantage - whatever it might be. If you're already building up mages, then get a source of death magic, build up some more adepts, and spam skeletons instead.
Pulling that off means planning for it early in the game. You should at least have a chance to adjust on the fly instead of being forced on desperate defense for 100 turns.
If you're planning on climbing the metals tree, then crafting and mining are either important parts of your base economy techs (if you have, say, gold in your starting cross) or the very first things that you should research after your base economy techs. As soon as you research them, you know if you have copper. At that point, given that both crafting and mining are required for Gal-Dur anyway, you're still on shortest path to pick those two up. You wouldn't get to RoK any faster if you'd planned to go that way from the start - except *possibly* for whatever benefit you'd get from a few extra turns of God King. That's plenty of space to adjust on the fly.
Just a bit of a pet logical peeve.
Beyond that, could people please clarify what they're trying to prove? It seems like we've fallen into a morass of arguing which is "stronger" between warriors and champions (and somehow ignoring axemen/swordsmen altogether) but I'm not at all certain what the point is.
Seems to me...
- warrior spam is a viable early-game technique. Given sufficient support from priests and mages it can be an effective mid-to-late game technique. This seems reasonably clear.
- warriors are a viable option largely because their cost so few hammers for their power, and some stack buffs work particularly well on them. They also tend to lose, so the warriors that do win get a large block of experience.
- warriors - even highly experienced ones - tend to lose, so that experience will go away pretty quickly if you don't upgrade them. They also have to be fielded in huge numbers and die a lot, so they tend to cost a fair amount of upkeep, have to be regularly replaced even when supported by mages and priests, and inflict a fair bit of war weariness.
There are two other weaknesses with warrior-spam as anything other than an early-game proposition.
- The first: hammer overruns don't do much for you - which means that as your cities start producing more and more hammers, your efficiency for pumping out warriors goes down. This is particularly harmful if you have things like the AV holy city or Shrine of the Fallen Hero, where you really want to build up a single city as the city that produces most or all of your troops.
- The second: on the attack, warriors take horrible levels of attrition. A well-supported assault force with some bombardment ability can steamroller through cities with small numbers of higher-level troops that would leave a bunch of their dead on the tracks if they were using warriors - which means not only does it cost you that many more hammers, but it cuts into your momentum that much more every time.
- The second: you keep discussing generic warriors, axemen, and champions, and ignoring UUs, because they're too complicated. Climbing the metal line pretty much isn't ever going to be the best way to do things unless you have some natural civ advantage to it. Every civ has some advantage somewhere, and it's pretty much always worth chasing your civ advantage - whatever it might be. If you're already building up mages, then get a source of death magic, build up some more adepts, and spam skeletons instead.