New Military Units Needed

Provolution

Sage of Quatronia
Joined
Jul 21, 2004
Messages
10,102
Location
London
Having observed the save, and made a proper book keeping of our armed forces, I came to the following conclusion.


We are to lose all our catapults in the Battle for the Pyramids
We are to liberate war veterans now garrisoning cities and move these to the front, to be replaced by longbowmen
We need more keshiks in order to expand our operational flexibility and get quality cavalry for a cheap price

I can see the following:

NOTA produces 4-5 longbowmen next TC to liberate the war veteran axemen
EA produces keshiks to ride to the front
Coppertown and Riversight produce as many catapults as they can (total of 6 catapults) and fill up the rest with longbowmen.
 
I can see the following:

NOTA produces 4-5 longbowmen next TC to liberate the war veteran axemen

I will consider your request upon concluding what builds I desire, but note, any military builds will be after my own. Off-hand I can't recall how long it'll take NOTA to build a LB, but I do not plan on giving up an entire turnchat per your request. I'll see what turns are available.
 
I am happy if we are just moving in the right direction, so thank you Noyan Methos.
 
I can see the following:

NOTA produces 4-5 longbowmen next TC to liberate the war veteran axemen
EA produces keshiks to ride to the front
Coppertown and Riversight produce as many catapults as they can (total of 6 catapults) and fill up the rest with longbowmen.

Coppertown could produce units but after I have finished the Confucian monastery planned for the coming turnchat unless the Chieftain wants the city to build wealth to lower our cash deficit. It has nothing else worth building except units, wealth or research.
 
Coppertown could produce units but after I have finished the Confucian monastery planned for the coming turnchat unless the Chieftain wants the city to build wealth to lower our cash deficit. It has nothing else worth building except units, wealth or research.

This was the situation that NotA got into, where some were trying to complain about it being set to wealth. One of the things we need to look at when deciding research is to choose techs which will give us builds.

Specialist economy and cottage economy get a lot of press, but it is also possible to use wealth economy. When cities get to this point, we can enjoy a period where we're building units as needed, and losing cash as slowly as possible when they're not.

We will get to a point where there are buildings available soon, since guilds will allow grocers and banking (if we go that way) gives access to banks.
 
It would be wise to also set some of our available specialist to merchants if you are able. NOTA benefited more from a scientist instead, hence my decision. The merchant just didn't grant enough in NOTA to make it worth removing the scientist.
 
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