Application Form
Desired Position: Defense Minister
Name: General W
Qualifications:
Served 2 terms as President
Pioneer in the art of Screen-shot magic
Primitive MS paint skills
My name has the word "General" in it
Shameless Dig at Opponent:
Unlike Peter, I can actually open the save and see what's there

Plans if Elected:
I see the next term being divided into 2 sections – 1) Pre-Republic and 2) Republic
Pre-Republic:
In Civ, you can never do everything you'd like to do. Personally – I see losing a settler as a much greater potential risk than getting attacked in our core. Therefore – settler escorts should be a higher priority than MPs.
I would still like to see at least 2 MP units (1 in Athens and 1 in EMP city once it gets up to settler factory status) Having 2 MP in Athens doesn’t help us if we have to use the Lux slider to control an equally large EMP city. Of course – if we end up with an extra unit or two hanging around – that's great.)
Assyrian Bane is almost done mapping the Southern Border of KISS land – at which point I would like him to turn back south, uncovering as much black as possible along the way – and aim to be back in time to escort the final settlers in our land grab push.
AW Butes – After popping that hut, I'd like him to come back to assist with the Land grab settlement also.
Since KISS isn't begging us for a favor anyway – and Assyrian Bane is already Elite – I would advocate him ignoring/avoiding any barbarians (including any ones we come across as we head back south). Quite simply, we have nothing to gain – and much to lose. Popping any huts as we go south will be fine – but then I'd just keep moving on – no engaging barbs if it's possible to avoid them.
For Meleagerville (Military Factory) I agree with the basic philosophy that Peter laid out. Build some warriors (just 1 or 2) first for escort duty. Horses as soon as possible to replace our warrior escorts – and Hoplites after that to replace our warrior MP units.
If Meleagerville is active enough – and Republic is slow in coming, I'd like to see "Operation Pandora's Box II" with our surplus military to eliminate those last huts in our core. Details would be worked at when/if the situation presents itself.
Republic:
The whole game changes at republic!
IIRC, we get 1 free unit per town in republic. Hopefully by the time we get Republic that means we will have something like 14 free units.
(we're not likely to see any "cities", and the 3 free units, as long as our settler pumps are running)
Unfortunately, we'll probably have around 14 workers (or more!) at that point also – given our current pace of building them.
Also, once we make the switch to Republic, MP units become irrelevant for happiness purposes. (but hopefully we'll have 2 or 3 lux items by then to offset the loss of MP happiness).
I view a military budget of around 30gpt as totally unacceptable. (that 15 units at 2gpt).
Therefore, we will need to consolidate and prioritize.
Units to Disband:
Trusty Guppy – Disband just before republic. The guppy will have done its duty in mapping KISS's coast, and we'll no longer need him. (really, he'll be pretty much done with his primary job in about 4 turns)
AW Heron – by the time we get Republic – he will have done his duty escorting settlers, and since we'll have Veteran Units from Meleagerville – he can be retired.
AW Athens II – Will have done it's duty escorting settlers prior to the Republic jump. Not a veteran – so not worth keeping.
AW – Antipater – Will also have done it's duty escorting settlers prior to the Republic jump. Not a veteran – so not worth keeping.
Any "extra" warriors we produce from Meleagerville if we end up waiting longer than expected for Republic
All Horse units except for 1 (will be used for Core Defense)
MP duty: 5 Units
AW Athens – moving with Fe's settler –guard our spice outpost till we get better Defense up there.
2 Hoplites along our fringe in the Jungle. While we won't gain happiness, MP will be necessary along the jungle area to protect from barbs – unless the area is thoroughly settled by KISS – in which case this may STILL be a good idea – just so KISS doesn’t get any ideas seeing a whole line of undefended cities.
1 Horse in the Core – to quickly respond to any Barbarian outbreaks.
1 Horse to guard any workers too far away to run to a city if Barbs show up. (ie ones building roads up to our land grab cities)
Continuing Settler Escort Duty: 2 Units
Assyrian Bane – Since he is Elite, he should be hung on too, and eventually upgraded to a more advanced unit.
AW Butes – (if still alive from hut – otherwise substitute a Veteran Horse unit here)
By this point in time, 2 escorts should be enough to complete what's left of our settlement strategy.
Foreign Lands: 3 Units
Snarling Narwhal – I still believe the Narwhal has much valuable intelligence to gather, and I would argue for keeping it in service until it has circumnavigated the other continent.
Galley – To carry the below units overseas
1 Hoplite and 1 Settler – To settle the other land.
That works out to be about 10 units of support for our Republic = 20gpt.
This is still a little high – but I don't see how we can reasonably do with less. Of course, as we found more cities this will drop by 2gpt with each city. Also – if we were to add some workers to, say Athens to get it up to size 7 – we could pick up even more support.
(Remember, we'll also be spending at least 4gpt on building maintenance, and we may need lux to keep our cities happy (depending on how quick we get the spices hooked up to the network and if we can trade KISS or TNT for their Wine).
Ok – I know there are some rough spots here – mostly due to a lot of uncertainty about WHEN we'll get republic, how many towns we will have at that time, and how many units we'll be able to build between now and then… but hopefully my guiding philosophy is clear. (also – I hoped I answered all of Chamnix's questions – even though not directly)
Feel free to post questions!