cripp7
Playin' Bored
@cripp
What's the point in building samurai? The extra drill is nice, but the XP upgrade limit not so much. Now I am building commando+march infantry which I am using for a raid to get a holy city down and generally wreak some havoc. Is it overflow money for mass upgrade to mechs, and breakout with lots of 10XP mechs (from upgrade or draft)? Is a 10xp mech that much better than a 20xp infantry a hundred turns earlier?
2) re draft: I guess that's the only way to build >1 units per turn, but the draft costs 3 pop for a mech inf right? at sizes > 30, that's quite a task to regrow quickly, so I guess you go down in size quite a lot? can you still keep up building 1 a turn in that case?
1) Samurais start with DrillI+2 1st strike, along with W3 that's 5 1st strikes which can hold up to just about anything. Yes the overflow is for the upgrades, having 4-5 GG units in the pass and having the rest settled you can have 25-30XP mechs/tanks coming out (running vassalage/theo +4XP) Though I haven't tried the infantry on Deity.
2) once you get down below 20 it starts going to 2 turns, running all farms/watermills it'll grow back fast. But having 30 or so samurais to upgrade helps, I usually build tanks and draft mechs. I'll play one doing Lincoln or Cyrus and post a save.