Andronicus
Emperor
- Joined
- Feb 18, 2005
- Messages
- 1,672
Great progress zerksees
I'll play probably Mon or Tues
got it

I'll play probably Mon or Tues
got it
Unit support is currently zero and will remain so until we increase another 20 units, by then we should have grown more towns and be able to support larger army - I dont recall ever having significant problems with unit support in republic except in the initial stages after transferring from despotismzerksees said:OK my 2 cents on commie: Yes the gpt will drop, however unit support goes to zero and lux slider goes to 0 and you can have war non-stop without having to worry about war weariness. This means there are less ways to spend money, so the net could actually be more gold. In my experience, when the lux slider reaches 30% commie is about a toss up, when it reaches 40% most times it is better. You have to look at total return, not just income. What good is all the extra income if you spend it on lux to fight war weariness and unit support?
I think you overestimate the AI - I expect little further research by the AI for the rest of the game if we get and keep them in wars - I will be surprised if they get to modern age and we not even see flightIn addition, no gold on cash rushing means more for spying/stealing
This is the best argument I see for going commie, you are correct, the game is in the bag.Besides, why not try it and see if you like it? The drawbacks of commie are no cash rushing and the turns of anarchy. I doubt the decision will affect the outcome - we will probably win either way. If you guys want to stay republic that is fine too - I'll just get a little more practice with that.
An extra 2.5 units per turn is actually a 50% boost, rapidly increasing our liklihood of overwhelming the AI with our superior tactics. Add to this the extra units per turn we could cash rash in republic and it is quite a significant advantageI do not object to mobilization but all the infra in the outlying cities will suffer. Is it really worth gaining an extra 2.5 units/turn to mobilize? Again either way won't change the outcome IMO, just how long it takes to get there.
Only 34 cavs to our 41, our defence is fine if not spread too wide. Most of their strength is in defensive units 79 inf, 52 rifles, 2 guerillas plus obsolete units. Just means we need arty bombardment before using our armies.We have a spy in Aztecs, take a look at their unit counts and you will know why I think we need some defense.
French cities gained sig culture through ToA. It may not be that quick to eliminate France since she has a number of island cities (? supposed to be Japan but positioned more like Taiwan).Razing cities - OK with me though I don't think the cities will have that many turns to flip back![]()
zerksees said:Now for the important question: Bucephalus will you hang with us and finish this conquest if we go commie?
OK I just re-read this and it is sinking in. I apparently have not looked at our support cost or the lux slider (maybe I am mixing up my games). 0% lux and 0 unit cost are not signals to go commie. (Lux slider up was probably due to lingering Sumerians)Andronicus said:Unit support is currently zero and will remain so until we increase another 20 units, by then we should have grown more towns and be able to support larger army - I dont recall ever having significant problems with unit support in republic except in the initial stages after transferring from despotism
Our lux slider is currently zero and even size 12 cities with no market yet have 6 happys. WW is currently mild, but can be controlled by ossilating wars.
zerksees said:Of course once we are commie we can stay at war with a civ until they are dead so it will be less of a problem.