Nominations for Defence Minister

The most important thing for us at the moment is to explore and keep the outer cities with some sort of defence, at first against any barbarian occursion and then for defence against our enemy. I will propose to the Domestic minister that the next city should be on the coast so that we can start building some curraghs for exploration. So here is my platform.

1. We must explore and find as many possible good locations for settling.

2. We must start up a navy for waterborne exploration. This will move faster than what we can be doing and it allows for us to see any possible passages for contact with the other Continent.

3. We need to be scouting for locations that might contain resources, particularly luxuries and strategic resources.

4. We need to start building up an army that will strike terror into the hearts fo our enemies.

5. I will also give detailed instructions to the President to follow. They will be clear to follow.
 
Yep. We shall "strie" terror into the enemies. Sounds good.

On a side note: we should rename this position from defence minister to offence minister!
 
Meleager said:
Yep. We shall "strie" terror into the enemies. Sounds good.

On a side note: we should rename this position from defence minister to offence minister!
:clap: you have pointed out my misspelt words when the key did not react properly.
 
Term three nominations have started. So nominate who you think will be a good Defence minister.
 
i nominate peter for defense minister, he has been a valueable part of this team since day 1 (well day 2 or something since he joined after it started but who cares)
 
I humbly accept the nomination.

Though I do believe there are others on this team more qualified than I to head this department, I will angage this election with the goal of providing our team with the Minister most appropriate for this period in our History.

The upcoming term will see several critical events:

1. KISS can be expected to produce some Gallic Swordsmen
We need to understand exactly where KISS is on our Continent. Once we have visual contact, we will be able to better evaluate the potential of a Gallic Swordsman invasion. I hope to be able to trust KISS on their word, but if elected, I won't let us get caught with our pants down.

2. We will start to scout Doughnut territory
Snarling Narwhal will find Doughnuts. Beacuse they are on a separate continent, we don't have to worry about the threat of aggressive invasion. We do need to be concerned with Encroaching Settlement. To thwart that, we need intelligence on how far away they are. This will allow us to evaluate the threat rationally. No need to send warriors to disallow dismbarking of settlers that aren't coming.

3. TNT may be contacted
This dovetails with 2. I would hope that we don't contact them for a while. I'm sure that the Foreign Minister would disagree, but from a Defense standpoint, they are an extremely powerful threat.

4. Our barracks, and hence Hoplite Defense, is imminent
This will be the most important project to be undertaken this term. I understand that there is still discussion about exactly when and where to build a barracks. Domestic Minister and Defnese minister need to work closely and effectively to reach this goal: Full Hoplite coverage of our core. Ouposts/General Defense can follow after this primary goal is achieved.

5. Barbarians will continue to remain a thorn in our side, but if we are lucky, in KISS's side as well
Hopefully this will not spiral into a rural insurgency. Escorting all settlers with warriors is not just a smart idea, it will also allow us to then send the warriors on further Barbarian Hunts once the city has a hoplite. This will allow us to Pop the Huts with wild abandon!

Because I feel this position is critical to our survival, I feel we should have open and honest debate on this issues. So please post questions on anything that you'd like my opinions on, and, because this is so very important.......

I nominate Rujikiin and M4 Sherman.... Let the Debates Begin!

EDIT: In the interest of Full Disclosure, there is something every voter should remember: I cannot view the save, therefore I am wholly reliant on timely screenshots for all map information. This may or may not be a factor in the debate.
 
I support you ... but would like Tankman to raise his hand also ... or anyone else

Regarding who i will vote for ... well you'll have to wait :p
 
The nominations for Term 4 is hearby open :)
 
I like a contest! I'd like to have to prove my mettle rather than have the position handed to me. Therefore, I nominate Fe3333au, known to some as "The Alchemist"

I will consider whether or not to accept my nomination later on. For now I'm undecided.
 
I decline good sir ... I will apprentice myself to someone like Rujikin, MIA's very own Rottweiler ... so I nominate him as well :D ... and then be his meat boy ... ummm ... feeding boy :blush:
 
well Peter - I'll give you a run for your money in this race!

I'll nominate myself for Defense minister!
(as long as some one else agrees to run for President. If no one else will run for Pres - then I'll stay over there and bow out of this race)

BTW - I think you've done a great job as Defense Minister and I'll be happy to lose to you when the time comes. I'd cross nominate you for President, but I know you can't play the save.
 
I don't think peter_grimes has accepted yet - he said he was undecided....

I'd like to see some speeches from General_W and whoever else decides to run. Specifically, how many MP do you plan to keep around now? What are the priorities re: MP, escorts, exploration (including the other continent?), and barb hunting? What do you anticipate building from Meleagerville (warriors, hoplites, swords/horses if hooked up)? If we get to Republic next term, how much military (and what types) do we keep, and what do we disband (if any) to avoid unit costs?
 
Terms seem to be taking around 3 weeks. I am in the process of moving right now, so I don't want to take on a responsibility I am unable to uphold. There is a bit of work that I need to do to the new place, and that must take priority (you guys should see my new place: beautiful views of the [real] UN right across the river!) On the other hand, I should be more free at work in the near future, therefore I accept.

As to Chamnix' Question to the Candidates:
1. Specifically, how many MP do you plan to keep around now? What are the priorities re: MP, escorts, exploration (including the other continent?), and barb hunting?

There should be a minimum of 2 MP in the core until we get a barracks up and producing. This will be difficult to achieve, especially with the threat of HBR looming. However, our AW Heron and AW Butes may be brought back closer to the core to assist with escorting, as well as AW Athens who is now on a long voyage to the spices.

As to Prioritizing, we cannot afford to lose a Settler. KISS already have at least 7 towns, and losing the 4 turns it takes to make a settler would be a terrible setback. Escort duty should trump MP duty: If we take a couple more turns to get a tech that's not nearly as bad as losing the investment of time and shields wrapped up in a settler. There is always money to keep the masses happy. Exploration of the other continent should begin as soon as possible after MapMaking is finished. Get a harbor built, upgrade (unlikely) or build a galley, and get a 2 warriors over there, popping huts. The barbs here will be handled as their risks are evaluated.

2. What do you anticipate building from Meleagerville (warriors, hoplites, swords/horses if hooked up)?

The first units to be built by the barracks will most likely be 3 warriors to assist in MP and escorting. After them, if there is no strong objection, Horsemen will be built to patrol our frontiers and keep the wastes clear of barbs. These units will also be avaible for exploration duty on the other continent. After 2 (at least) or 4 (finances permitting) are built, then we can start building some hoplites.

3. If we get to Republic next term, how much military (and what types) do we keep, and what do we disband (if any) to avoid unit costs?

This is the most difficult question for me to answer, as there are many variables to consider that I can't even begin to nail down. Basically, it all comes down to how large a military budget we have. I can't put a very fine edge on that number, as I don't have much of an idea what our overall budget will be.

Assuming, for the sake of arguement, that there is a military budget of 10 gold, I see 2 of that gold being Galleys, 4 Hoplites, and 4 Horsemen. That's not a big army at all. I'd really like us to be able to afford about 15 gold (obviously, the more the better!), and we could have a couple more each hoplites and horsemen. This will allow us to have low luxury spending, a good number of explorers on the OC, and enough horsemen at home to flexibly respond to barbarian uprisings.

As to disbanding, I see the curraghs in the north a prime candidate. The warriors could be upgraded at some point in the future, but I'd only do that if we saw war on the horizon. Any warrior currently on MP duty could be disbanded (harvesting his shields) once a Hoplite is activated to replace him. I would still keep some warriors for escort duty until our enitre army has been refined to Hoplites for defense, Horsemen for escort, and Swords for offense.
 
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 :p


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!
 
:wow: Why disband ?!?

Curragh ships ... we need lookouts positioned in sealanes or near other continent to view war ;) ... want to get friendly betting with KISS maybe ... could be fun sport and 1gp per bet :D ... and they could be upgraded !!! ... and used to transport ... and offensive craft ...

Warriors are also cheap MPs so I'd keep ... I'd have more than one city guard on the outer cities ... Barb uprisings are scary :eek: ... and if they are considered a drain have them abroad where the dangers are numerous ... and additional city security would be required ... abroad worker guards essential ...

In my games I never disband ... so I don't like your talk of disbanding :cringe: ... but that's just me :p
 
That's funny - in my (singleplayer) games, I disband almost everything after converting to Republic:p . If there are no barbarians set (or very little open land near me), I have been known to have no military at all for a while:cool:.

Of course, we can't do that in multiplayer, but the thinking is that every unit costs us 2 gpt at that point. In Republic, they can no longer serve as MP, so if they are not useful, why are we paying them? "Useful" includes exploring, barb protection, and deterring aggressive neighbors, but we want to keep the minimum necessary to accomplish those things. It is possible that we cannot afford to disband any units and still be safe, but I definitely wanted our candidates' views on the matter, and I am glad they both addressed it.
 
First of all, General_W, I'm throwing down the mitts!

Your speech was so moving even I was ready to vote for you by the end! Don't get me wrong - I will vote for whoever will bring the greatest glory to Greece and the nation of MIA, but I haven't yet made up my mind.

As to this business about Republic and unit costs and disbanding, I must profess a little confusion. I thought that in Republic all units cost 1gpt, and there was some MP advantage... Maybe this is another difference between Vanilla and Conquests.

In any case, you all can be assured that whoever is elected will be trying to maximize the utility of the units available, without bankrupting us. As Chamnix mentioned in domestic nominations, we may not wind up switching this term in any case. It will certainly be a discussion meriting its own thread.
 
peter grimes said:
As to this business about Republic and unit costs and disbanding, I must profess a little confusion. I thought that in Republic all units cost 1gpt, and there was some MP advantage... Maybe this is another difference between Vanilla and Conquests.

You are right - I had completely forgotten about Republic in Vanilla because even the Vanilla GOTMs are modded to mimic the Conquest rules. The republic unit support rules:

Vanilla - no free support; 1 gpt per unit
Conquests - free support of 1 unit per town, 3 per city, 4 per metro; excess units cost 2 gpt.

There is definitely no MP in Conquests Republic. I didn't think there was in Vanilla either, but it's been so long...
 
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