SGOTM 01 - Short Straw

When I was scouting I noticed Roosevelt had a pretty decent army and was current (this before gunpowder). If we do decide to go after him we surely will need a decent force of grenadiers. The great thing about the grenadiers is that even if he makes it to rifle they're still OK. Just give promote a couple to get the 25% bonus vs mounted in case he goes the cav route. The decoy force could be the ticket here--land maybe 9 units on the desert hill by the gold--looks like its next to an inland city--with pike and gren to try and lure his knights into attacking. As he might not be too far away cav there's a lot of value in destroying his knights.
 
I think FP in Cuzco is a good idea.

Another thought is a brief jump back to representation as I think we might have enough of the units we can build now--then jump back when we get chemistry.

HC shouldn't have much left--only saw 2 knights and they gone--not sure if he has any horse.

We'll have spices and whale soon so can handle some extra WW.
 
ungy said:
Another thought is a brief jump back to representation as I think we might have enough of the units we can build now--then jump back when we get chemistry.

Thanks to our great merchant, Chemistry is very close anyway. Rather than a switch to Representation, I would propose using money from conquest to upgrade to grenadiers. If we don't feel comfortable attacking Roosevelt directly because we don't have enough grenadiers, I would suggest maybe a brief detour against Saladin. We can take a few cities, get a few hundred gold and declare peace (for now). We may even be able to get Roosevelt to join in. I'm for being aggressive, but not stupid against Roosevelt, so if he looks well stacked militarily, maybe we should go this route while we don't have enough grenadiers.

I do think the idea about a switch to slavery is a good one. We just need to be careful about the great merchant builds in elephantine. Great merchants are a big part of our strategy at this point, so we should at least have a market there before we switch & of course it should only be temporary while we pop rush courthouses and maybe military units in captured cities per RTB's suggestion. We'll also have to come to terms with the fact that there will be a pretty high percentage chance of popping a great artist :( although there's always that chance no matter how many merchants we run.
 
I like the idea of attacking Saladin. We can take a few cities, which would buy us gold and time to get more grenadiers. Also, we have good chance of drawing Roosevelt into the war. We make peace with Saladin after we get our few cities and we draw Roosevelt into the war.

At the same time, we are staging an invasion of New York. Roosevelt will draw many of his forces to the Saladin front, which leaves his back side open. After we declare on Roosevelt, he will send troops to attack Saladin and attack our new cities (which will be well defended).

The key to this is getting a good invasion force to attack New York, while staging a war with Saladin. We would have to split our forces.

As far as drawing Roosevelt into the first war...it's not critical to success. If he does not bite, the attacks on our new Saladin cities will be much tougher. Roosevelt back side (New York) should still be soft.

I agree with switching to Slavery. We need to whip our new citizens...they are of little use to us.
 
I had a bit of RL stuff going on, so I didn't finish my turnset tonight. I got the first 7 turns finished and discovered chem though, so I thought I'd go ahead and upload it so everyone can see where I've gone so far. In short, I've nearly finished HC - he's down to one crappy city. I switched to slavery for the pop-rushing abilitiy. And since Ghandi doesn't have chemistry yet, we have the opportunity to get a pretty good deal (a 3-fer) from trading it to him. I've also started gathering the beginnings of a 2nd assault force at Novgorod.

The save is here:

http://gotm.civfanatics.net/saves/civ4sgotm1/Short_Straw_SG001_AD1364_01.Civ4SavedGame

Here's my log:

Turn 277 (that's really strange), 1322 AD: I spend a really long time just staring at the map, the F5 screen, the F1 screen, and so on. The biggest thought on my mind is: what size force do we need to take over the world? Off the top of my head, I'd like to add the following to our military arsenal:

10 cats (we've got a lot, but we'll lose some on the tougher cities)
15 maces (to eventually be upgraded to grenadiers)
10 LB's (city garrison - and they're cheap)
16 knights (pillaging / taking weak cities far inland / etc)
6 galleons (we've got 9 right now, so this would let us land 2 18-unit stacks or 3 12-unit stacks at once and keep 3 for other duties.)
6 grenadiers (these are stack defenders, not city raiders)

Notice there are no pikes or crossbows on that list... that's because, even with their bonuses, grenadiers should be the defenders. On flat ground with no promotions, the grenadier is 12 str, and a pike is 12 str vs. mounted units. Against melee, the grenadier wins out easily (12 vs. 9) as the defender. On wooded terrain, the grenadier is Str 18, while the pike is only Str 15.

Looking at the city screens, I believe we can build all of this in ~ 30 turns (not counting possible contributions from captured cities.) I'm going to start tooling cities in that direction. The extra galleons should be done in 16 turns, so we should be able to hit Saladin (assuming he's next) pretty hard.

OK, I go through the cities and rearrange tiles in a couple (Memphis and Giza) to increase hammers a bit. I sacrificed a bit of science, but it was *very* minor and doesn't affect our time to chemistry) Change production around as follows:

Memphis: knight
Heliopolis: mace
St. Pete: galleon
Novgorod: galleon
Moscow: catapult

Everything else stays the same. I see that ungy has an explorer + caravel ready - that's cool. I'll use it to explore Washington's territory.

Move the galleon with sword + mace + worker into Tiawanaku and unload it. I then move the mace+sword from Tiwanaku and load them onto one of the galleons by Cuzco.

I renam 'Sword # 3' to 'Maceman' - that was driving me crazy.

I move every unit I can into Cuzco for a turn to save on maintenance costs.

I move the northern caravel 2E to check out Machu Picchu - it has a LB (unpromoted) and a mace defending, but it is on a hill with +40% culture, so I'll at least need cats to knock down defenses.

I trade WM's with Roosevelt. In hindsight, that might not have been a great idea, but it's done. Still, I can see Roosevelt's inland cities and most of Saladin's as well now. OK, that seems to be it for this turn.

I hit enter.

Turn 278, 1328 AD: After a very, very long time (I thought my game had locked up) Roosevelt comes wanting to trade Banking for Astro. I decline. Also, for some reason our research queue cleared (like when you discover a tech.) We didn't lose a turn on chem though, so I simply reselect it. No activity at all from HC.

We've picked up another point of WW... yuck.

I start 2 stacks of (mostly) full strength forces towards Machu Picchu overland and Olly by galleon.

Well, not nearly so much excitement this turn.

Turn 279, 1334 AD: My stacks arrive at Machu Picchu and Olly. I get a good look at Khazak, the barb city by Saladin. It has 2 LB's inside, and might make a good foothold for an assault on Saladin. Pi-Ramses cat->LB. Trade Cyrus sugar for 2gpt - every little bit helps. Very unexciting turn. The next few should make up for that though.

Turn 280, 1340 AD: Nothing IBT. I bombard the defenses of Olly to 2%. It has 3 LB's and a crossbow though, so I can't afford to attack it this turn. I bombard Machu Picchu to 0%. I suicide a cat and it does significant damage to the defenders inside. Mace kills mace. Mace kills LB. Mace kills catapult and Machu Picchu is ours. I've also got a decent assault force gathering for Vilcas using fresh replacement troops.

Turn 281, 1346 AD: We've picked up another point of WW. Memphis is unhappy now, as well. I get my first look at Cory. It's lightly defended by only a LB and a mace. Over at Olly, I send in a cat and it withdraws. The 2nd one withdraws as well. The 3rd dies a horrible death though :( Mace kills crossbow. Mace kills LB. Sword dies to LB. Cat kills LB. Cat kills LB. Crossbow kills LB, and the city is ours, along with 150g and 2 workers. I promptly rename it from Ollantaytambo to Olly. Giza harbor->cat. I move a small stack up beside Vilcas and a fairly small stack towards Cory. I drop research to 80%, culture to 10%. Chem still due in 3. HC has a caravel around Vilcas.

Turn 282, 1352 AD: St. Pete galleon->galleon; Rostov mace->mace; Moscow cat->cat; Heliopolis mace->mace. $%^#! Ghandi has a galleon with a settler getting ready to land on HC's lands. :( And there's nothing I can do about it. I'm definitely going to add a couple of settler to the build list for future invasion forces. I move a knight and 2 WC's on top of HC's iron - he's resourceless now. It's time for a civics change. I switch civics to slavery. Elephantine rushes the market. Tiwanaku rushes CH.

Turn 283, 1358 AD: Ghandi didn't settle where I thought he would... where's he going? Elephantine market->grocer. Thebes knight->knight; Memphis knight->knight; Novgorod galleon->galleon. Tiwanaku CH->barracks; Byblos workboat->CH; Our knight attacks a LB heading to reinforce Cory, but dies :( A WC finishes off the LB. Knight attacks Vilcas and dies :( Mace attacks Vilcas and kills LB. Crossbow attacks Vilcas and dies (#@$%$ - the RNG isn't favoring me on this one); Mace kills mace and Vilcas is captured. Our stack has reached Cory. Lower research to 60%. Chem due next turn.

Turn 284, 1364 AD: IBT - Ghandi sends a cat out and attacks our lone cat, when we had a stack of 12 units nearby. Bizarre. Ghandi wants to trade WM's. I decline. Ghandi doesn't have chemistry - whoa, that hasn't happened in a long, long time. I set science to 0%. Cats bomb the defenses of Cory to 4%; I lose a cat and a mace, but manage to take the city. Our fishing boat begins working the whales - just in time, Memphis was starving. Giza cat->settler; Pi-Ramses longbow->longbow; I upgrade our first mace to a grenadier.
 
Nice going Grogs--we made quick work of HC.

I have different thoughts about the army we need though. I think we should be building only grenadiers at this point. We have a tech advantage and we should play it to the max. If we don't think we can get Roosevelt soon, then we should take Saladin. We can do that I think with the current army, and probably lose little. Then we have a good jump off point for Roosevelt and stronger force. I'd skip building LB, and use the chariot and axe for garrisons. We are extremely unlikely to get attacked --is better to concentrate our forces for offense.

I'm also not a big fan of building knights at this point--maybe its just my style but I'd rather have extra firepower for the massed battle and I think they just don't play well at this stage. If we send ahead to use the speed they get whacked by pike.

I'm also not a fan of the big navy--I think is OK to send two waves rather than build all those extra ships. If we take Sal first, no need for the ships. If we go straight to Roosevelt, the two wave strategy is probably ok--first wave lands on hill to try and draw him out then second wave at NY. Can move first wave over to NY in 1-2 turns.

If I had it to do over, I wouldn't have build the explorer--we had OB w/ Sal and I wanted a good recon. Better to send WCs and save the build--we were soon going to have spare shipping.
 
ungy said:
I have different thoughts about the army we need though. I think we should be building only grenadiers at this point. We have a tech advantage and we should play it to the max.

Along these lines, we should be careful trading chemistry to Gandhi- we don't want to see Roosevelt (or even Cyrus) with grenadiers in a few turns. I'm not sure there is any tech we really need at this point anyway...
 
Scouting- I think we should make it a priority to get at leas 3 WC's over to scout Roosevelt ASAP. That will help us make our next war decision.

Also because the AI tends to overgarrison, we can probably take FDR with less than we might think given that we have units that can win battles. To me that is the key. We should have a good kill rate with our CR2 gren vs. muskets and be able to stop the knight counterattack with gren and pike.
So we should be able to pretty much churn through him with a decent force--not much more than what we have (with mace upgraded).
 
ungy said:
I have different thoughts about the army we need though. I think we should be building only grenadiers at this point. We have a tech advantage and we should play it to the max. If we don't think we can get Roosevelt soon, then we should take Saladin. We can do that I think with the current army, and probably lose little. Then we have a good jump off point for Roosevelt and stronger force. I'd skip building LB, and use the chariot and axe for garrisons. We are extremely unlikely to get attacked --is better to concentrate our forces for offense.

The maces are for upgrade to grenadiers - I'd like to have, say 6 per stack of CR2 grenadiers. I'll probably start building a few as well though for stack defenders. The LB's were for garrisoning HC & Saladin's cities, not ours - almost everything we have on HC's continent right now should be getting on a galleon soon. Should we leave those cities undefended and chance it?

I'm also not a big fan of building knights at this point--maybe its just my style but I'd rather have extra firepower for the massed battle and I think they just don't play well at this stage. If we send ahead to use the speed they get whacked by pike.

They're not that great against well-defended cities, but they're great for taking out that city that's deep inland when WW is really kicking us in the rear and we need to end the fight now. They're also great for scouting/pillaging, killing off counterattacking units, and rushing reinforcements to a stack that doesn't quite have enough firepower to take that city they're at. Also, with Combat1 + Shock, a knight comes out at 13str against a pike, enough to win most of the time.

I'm also not a fan of the big navy--I think is OK to send two waves rather than build all those extra ships. If we take Sal first, no need for the ships. If we go straight to Roosevelt, the two wave strategy is probably ok--first wave lands on hill to try and draw him out then second wave at NY. Can move first wave over to NY in 1-2 turns.

I was looking mainly at shock value. HC was quite easy, but even so WW is already getting annoying - we really can't afford to play around with AI's, or even with police state, WW will bring us to our knees.

If I had it to do over, I wouldn't have build the explorer--we had OB w/ Sal and I wanted a good recon. Better to send WCs and save the build--we were soon going to have spare shipping.

No worries, I found a good home for him - he's helping some troops heal up.

mushroomshirt said:
Along these lines, we should be careful trading chemistry to Gandhi- we don't want to see Roosevelt (or even Cyrus) with grenadiers in a few turns. I'm not sure there is any tech we really need at this point anyway...

Banking. I did a little analysis of our trade routes. In our core cities, we have only five foreign trade routes. Even if every one of those drops to a 1c trade route, we'll only lose 17c. With mercantilism, we could easily make that up and more by assigning merchants in our core cities (the ones that have markets/grocers.) Also, a single bank, built in Thebes, would get us an extra 34gpt.

I'd like to have steel to, but I wouldn't invest any effort until we've at least upgraded everything that needs to be upgraded. By that time, I doubt we'll have the capability of researching it and getting cannons to the front before the game is over, so probably a pipe-dream anyway.

I agree that the thought of trading Ghandi chem makes me a little nervous, but I look at it this way...

  • He'll get it before too long anyway. I was quite surprised we actually beat him to something because that hasn't happened in a long time.
  • Washington has nothing of value to trade Ghandi. (Same with Saladin and Cyrus) He may research something soon that could be traded, but he might research chemistry as well.
  • We can pick up some gold (270) in the process for upgrading maces->grenadiers

On Saladin vs. Roosevelt, I'm leaning pretty heavily towards Saladin right now. He's the softer target right now, and we don't have overwhelming force. By the time we're finished with Saladin, we should have a *huge* army on that continent, and we'll be able push through Roosevelt, even if he has tech parity, or a slight lead on us. We'll take some losses, but if we've built nothing but units, units, units (that's our new mantra) we should have an unstoppable force by then.

ungy said:
We should have a good kill rate with our CR2 gren vs. muskets and be able to stop the knight counterattack with gren and pike.

See my analysis on pikes on the first turn of log. In short, 90% of the time the grenadier will defend anyway, even against knights / cavalry, so pikes are probably not worth building anymore.

I'll finish up tonight, sorry for the delay.
 
Nice job Grogs! I have nothing else to add except reiterate my previous comments.


llib_rm said:
I just looked at the save and wanted to give some random thoughts.

Ghandi has Astronomy. It will just be a matter of time before he starts settler spamming all the open spaces. I suggest we have a settler or three strategically placed to settle the open spaces when he comes by. Defensive settling, if you will.

We have no techs to trade with Gandhi, and soon we will fall behind Roosevelt. Trading our happiness resources is helping Roosevelt. Sometime soon we should cut him off.

Even though Chemistry will be a choice tech to trade, we should hold on as long as possible. It can be a game breaker.

There is still an outside chance to get a PA with Gandhi. Gandhi & Roosevelt have open borders. Once one adopts free religion, they will have a better relationship and we will get a reputation hit when attacking. Saladin does not have open borders with Gandhi yet, and will take longer to acquire free religion. The reputation hit for attacking Roosevelt may prevent us from getting a PA. I suggest we not narrow down the next opponent until our ships are locked, loaded, and two turns away from landing. Deciding between Boston or Kufah is a moot point from a supply line point of view.
 
Grogs said:
Banking. I did a little analysis of our trade routes. In our core cities, we have only five foreign trade routes. Even if every one of those drops to a 1c trade route, we'll only lose 17c. With mercantilism, we could easily make that up and more by assigning merchants in our core cities (the ones that have markets/grocers.) Also, a single bank, built in Thebes, would get us an extra 34gpt.

We'll be taking cities fast & furious for the rest of the game, so I'll bet we can live off the plunder. I agree that banking will be nice to have for the upgrades, tho. If folks are confident chemistry will stay w/ Gandhi, then let's do it.

Grogs said:
I'd like to have steel to, but I wouldn't invest any effort until we've at least upgraded everything that needs to be upgraded. By that time, I doubt we'll have the capability of researching it and getting cannons to the front before the game is over, so probably a pipe-dream anyway.

I think we should resign ourselves to no steel. If it turns out we have a gold surplus, I suggest a switch to US to hurry w/ gold for 10 turns. At this point if we need steel, we've basically lost.

Grogs said:
On Saladin vs. Roosevelt, I'm leaning pretty heavily towards Saladin right now. He's the softer target right now, and we don't have overwhelming force. By the time we're finished with Saladin, we should have a *huge* army on that continent, and we'll be able push through Roosevelt, even if he has tech parity, or a slight lead on us. We'll take some losses, but if we've built nothing but units, units, units (that's our new mantra) we should have an unstoppable force by then.

I think there is some merit to this. We'll go through Saladin like butter with current forces & that'll give us time to upgrade to grenadiers. I don't think we're talking about more than 10 turns or so for Saladin. so we'll still be hitting Roosevelt soon. If everyone agrees, Grogs you may want to consider starting the war now. (HC's last city shouldn't take much)
 
Grogs said:
The maces are for upgrade to grenadiers - I'd like to have, say 6 per stack of CR2 grenadiers. I'll probably start building a few as well though for stack defenders. The LB's were for garrisoning HC & Saladin's cities, not ours - almost everything we have on HC's continent right now should be getting on a galleon soon. Should we leave those cities undefended and chance it?

my thoughts there were that we have quite a few units that are not really worth upgrading--the axes, swords and wc--those might be good garrison troops.
 
Trading chemistry to Gandhi--I think its worth the risk. Kind of a longshot that it gets traded to Roosevelt and I think banking (can maybe get another tech too) very useful now.

As for WW, it is a problem but I think we can handle--we are about to get spice and if we go sal we pick up ivory.

Dunno about taking Sal in 10 turns, but obviously much easier. I think that's my vote as:

1. FDR is not necessarily going chemistry--if not he will be too long to get units that can stop us.

2. Sal will go down easy and is closer--game will flow a bit better.

3. We trading with FDR--although less important if we go merc.
 
As for the pike--I understand your analysis Grogs and agree completely about not building more. I think they are important, however, as the counterattack we are concerned about is a big one, so it makes sense to bring them along. Also not sure which would defend, the combat 2 pike or the CR gren.
 
ungy said:
Dunno about taking Sal in 10 turns, but obviously much easier. I think that's my vote ...

Well you and Grogs managed to take out HC in less than 20. Looks to me like Sal has fewer cities and we have more (and better!) troops now. Anyway, we both agree that Sal will be easy & a logical next target.
 
settlers--might make sense to settle the empty island w/copper. Not sure if we need any more than the one we have and the one in prod as we aren't razing.
 
Grogs said:
10 cats (we've got a lot, but we'll lose some on the tougher cities)
15 maces (to eventually be upgraded to grenadiers)
10 LB's (city garrison - and they're cheap)
16 knights (pillaging / taking weak cities far inland / etc)
6 galleons (we've got 9 right now, so this would let us land 2 18-unit stacks or 3 12-unit stacks at once and keep 3 for other duties.)
6 grenadiers (these are stack defenders, not city raiders)


I would add few Frigates to escort our Galleons and, to a lesser extent, bombard coastal cities.
 
Grogs said:
Banking. I did a little analysis of our trade routes. In our core cities, we have only five foreign trade routes. Even if every one of those drops to a 1c trade route, we'll only lose 17c. With mercantilism, we could easily make that up and more by assigning merchants in our core cities (the ones that have markets/grocers.) Also, a single bank, built in Thebes, would get us an extra 34gpt.

Oh, one more thought about this. If we do switch to merc, maybe we should consider pop rushing a bunch of things first, then switching back to caste system at the same time. (good for GM production and fast border expansion, EDIT: plus merchant everywhere w/ mercantilism). We could then switch back to slavery in 10 turns or so when our population has had a chance to recover.
 
The war is over! Birds are singing, people are dancing in the streets, celebrating the victory of their evil tyrant (or else.) But wait, what's that... are those...? OMG, they are! We've got hippies! And they're forming a drum circle in Elephantine. Next thing you know, there will be know-it-all college hippies showing up and trying to start a music festival. Not in my empire! This is the Free People's Democratic Republic of Egypt, i.e., the most brutal and oppressive dictatorship the world has ever known. Mushroomshirt, your country needs you! It's up to you to put these slackers back to work and send them off to kill people we don't like. Good luck! :goodjob:


Here's my last 4 turns:

Turn 284, 1364 AD, part 2: WC13 kills HC's cat by Coriwhatever. I rename the city to Cory. It's nice actually, comes with a market, a grocer, a forge, and a CH. It also has iron and pigs it will work as soon as the city comes out of anarchy. I've got every warm body I can moving towards Vilcabamba and the end of the war, but we're pretty battered right now, so there's not a whole lot of healthy troops available. I upgrade the mace in Novgorod to a grenadier, and another in Olly as well. I make a deal with the devil... chemistry to Ghandi for 270g, Banking, Music, and his WM. Music will let us *build* culture, which might be useful at the end when we're trying to pop borders to reach the domination limit. I can't revolt to mercantilism for 3t because of the switch to slavery though.

Turn 285, 1370 AD: I upgrade a CR3 mace to grenadier. I upgrade 3 more maces, and that's all the cash I have. I move a force of 2 grenadiers, 2 crossbows, 4 catapults, and 1 knight beside Vilcabamba. I get a look at Najran with our caravel - only an unpromoted LB and a spear. In the north, Kufah looks a little tougher, with 3 LB's (CR2, CR1 x 2) and a spear. Vilcabamba, on the other hand, looks pretty weak, just an unpromoted LB and a spear. Cuzco pops out of anarchy, and all I can say is... nice. It's pulling 18 hammers, and I haven't even mined the 2 Grass/Hills east of it. Memphis knight->frigate; Moscow catapult-> grenadier.

Turn 286, 1376 AD: HC has a caravel threatening Elephantine - might not matter. I upgrade another CR3 mace, and again, I'm broke. St. Pete galleon->grenadier. Memphis frigate->theater (so WW will be less of a factor there next time.) Thebes knight->bank. I trade Ghandi gold for 7gpt. I drop the culture slider to 0%. We're making 149gpt right now - about 1 mace->grenadier upgrade per turn. I start a force of 3 galleons heading toward Khazak (barb city on Saladin's SW coast.) If we can capture it, we've got a foothold to invade from on his continent. Also, the fur S. of El-Armana is hooked up. Vilcabamba has no defenses, so I just start with the big boys. I send a CR3 grenadier in, 99.4% chance to win. He kills off the LB. Crossbow kills off the spear and Vilcabamba auto-razes. And thus, the book closes on Huayna Capac, not with a bang, but with a whimper (and a little begging for his life.)

Turn 287, 1382 AD: I upgrade a mace in Cuzco. Olly comes out of anarchy, bringing spices into our mighty empire. I left a galley and LB waiting by Heliopolis for mushroomshirt to do with as he pleases. That's it for my 10.

There are a few units on goto orders. Most of the ones on our home continent are on goto orders for Novgorod. The ones on HC's continent should be on goto orders to Cuzco. And there's that small fleet I started towards Saladin's little barb city (Khazak.)

We can also switch to mercantilism now (and I recommend we do) but I didn't want to switch civics on my last turn.

Grogs - Just Played
Mushroomshirt - Up
Lmtoops - On Deck
Danthor
RobertTheBruce
VirusMonster
llib_rm
Ungy


Save is here:

http://gotm.civfanatics.net/saves/civ4sgotm1/Short_Straw_SG001_AD1382_01.Civ4SavedGame
 
ungy said:
settlers--might make sense to settle the empty island w/copper. Not sure if we need any more than the one we have and the one in prod as we aren't razing.

I think Ghandi's galleon with the settler on it was heading for that island. He was too fast, so I couldn't follow to verify. :( One spot we definitely need a settler is the small peninsula SE of Cuzco. It's crappy, but that's the only way we'll get those tiles into our empire. Same goes for the copper tile on the very western tip of the Incan continent, though we'd only pick up 1-2 tiles there.

llib_rm said:
I would add few Frigates to escort our Galleons and, to a lesser extent, bombard coastal cities.

I built one, but yeah, a couple more might be needed in the future. Our initial invasion force should be pretty safe, but once we've declared, we'll need to protect our supply lines.

mushroomshirt said:
Oh, one more thought about this. If we do switch to merc, maybe we should consider pop rushing a bunch of things first, then switching back to caste system at the same time. (good for GM production and fast border expansion, EDIT: plus merchant everywhere w/ mercantilism). We could then switch back to slavery in 10 turns or so when our population has had a chance to recover.

You may want to wait a couple of turns before doing that, until HC's last couple of cities come out of anarchy. Also, keep an eye on elephantine. Probably no need to worry about it going back to CS, but if you switch back to slavery, you'll want to rush that grocer so it can work 4 merchants.
 
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