Sandman2012 said:
Interesting points. I almost never make horsemen. I didn't think the extra movement made up for the fact they are 1/1 attack/defense.
Horsemen are 2.1.2.
Sandman2012 said:
You mention not trading two luxeries for anything. I always seem to have a hard time with trades, always on the poor end of a deal (or no deal). Any tips? What effects trade deals? I usually don't suffer rep hits so that can't be it. What else is there?
What do you call a "bad deal"? You have to expect paying a lot of gold to get techs, or pay gold per turn. Nothing is free. Think about it - If you set your science slider high you're spending a lot of gold per turn and get your tech only after several turns. Now add up all the gold you spend on science and you'll see that each tech is really expensive. After this exercise the deals you're making with the AI might not seem that bad after all.
Sandman2012 said:
Another question: someone mentioned not bothering with defenders in cities. What about MP? In a government that allows MP, doesn't it make sense to do so?
It's a question of cost versus benefits. Let's see the benefits first:
- Every unit, up to the military police limit, makes one citizen content.
- Every unit improves city defense.
Now the costs:
- Every unit costs some shields.
- Every unit counts towards the unit support limit.
Okay, so let's see how we can improve this. Let's say that you replace every three spearmen defenders with one horseman covering three cities, and you use it to attack pre-emptively instead of waiting to be attacked. That already reduces your shield cost by two and your support cost by three, and you have the improved defense. In fact you probably have BETTER defense because the enemy units are probably attackers that have low defense value. So attacking them first is better than waiting to be attacked.
Now, the only thing remaining is the content citizens. If you increase your luxury slider you're going to pay one gold per content citizen per turn. So what you have now is:
Defenders:
X shields
1 support cost
versus
No Defenders:
1 gold per turn
X/2 shields
1/3 support cost
HOWEVER, this changes as soon as you have more units than your support limit. At that point every unit costs 1 gold per turn (or maybe even 2), so the 1 gold per turn cancel out. Then you have:
Defenders:
X shields
1 support cost
versus
No Defenders:
X/2 shields
1/3 support cost
I think it's not difficult to see which option is better.
The no defenders option is at least two times better, but if you have cities close by and very fast units then you can increase this factor several times.
You may feel like some things are better or worse, but you don't really know for sure until you evaluate everything rationally. Try it some time, it really changes the way you look at the game.
Sandman2012 said:
Thanks for the comments so far. I'm interested in getting more opinions as well.
Well, I can't open your save, but I can give my opinion on whatever you may post here.