As far as the Barb City goes, do we like its placement enough to keep it? Even if the answer is "yes," unless it is large in City Size, it will probably drain us more than help us at this stage:
1. We have zero Courthouses
AND
2. If it doesn't have a lot of population, all that we'll likely be able to whip there is a Granary
AND
3. It doesn't really hurt us and as LC says possibly helps us being in the hands of the Barbs--blocking AI pathing by land and/or giving us early warning of an AI stack coming toward us by land.
Unless it is Size 9 or larger, we won't be getting a Courthouse in it anytime soon, so I would just treat it as being equivalent to a City that can be settled later--something that we can safely ignore in terms of ownership.
The capture Gold is tempting but we'll get some of that soon enough against the AIs. I'd rather keep that City in the hands of the Barbs mostly just to not have to worry about major land-based assaults from AIs. It's one thing to protect our coastline but it's another to also have to worry about a stack of 20 land units marching up to our borders before we see them.
If an AI does capture a Barb City, it'll stop several of its units to rest and heal while others march forward, essentially breaking up any stack of doom into more manageable chunks, plus also alerting us to the fact that such a stack is coming, plus incurring high Maintenance Costs for the AI that captures the City.
In other words, I think that it's a good idea to get the 8 Experience Point unit but I'm not convinced of the value of actually killing all of the Barb units in the Barb City.
As LC says, if we can lure a Barb unit to leave the City by breaking up our Maginot line, we might be in better shape for getting our Experience Points more safely.
I do wonder how a Maginot line works against an AI that is plotting a war against us... will they potentially NOT march an army by land against us if we maintain the Maginot line? Or will they simply ignore such a line until after they are at war with us, which defeats the purpose of a line of Warriors since the AI wouldn't declare until it is adjacent to our borders anyway, meaning that it would probably be close enough to just auto-attack the Warriors? I.e. Unless we proactively declare war, I'm guessing that the Maginot Line won't be of use against AIs and thus can be safely broken up now that we have units to deal with incoming Barbs.
babybluepants said:
something like 70% WE 30% Cat
I'd still stick in the odd Axeman in there if we haven't planned on doing so... Axemen may marginally help if there are AI Spearmen and can actually get defensive bonuses to act as decent City defenders. Their only weakness, Chariots, will hopefully have their attacks absorbed by healing War Elephants in a captured City.
A single Medic unit does wonders for a war, so we may also consider turning one of our 3-Experience-Point War Elephants or Axemen into a Medic after the unit wins its first battle, due to only needing 4 Experience Points to get that second promotion.
Axemen can go up the Combat promotion line otherwise--City Raider promos will not be the way to go, particularly since we'll have the Axemen more for defence than offence, but also since there isn't much difference between those promos when attacking a City in many cases.
babybluepants said:
We haven't scouted India in a while. I'm not even sure where we're landing our troops. Should we maybe invest in a WB for scouting their coast?
We'll probably just have to go in blindly. If you really do want a unit to scout them, build a Trireme somewhere, then pay to ugprade it to a Caravel a turn or two after scoring Optics (i.e. after we have saved up succifient cash to upgrade said unit). A Caravel can actually go and scout the coastal Cities belonging to the AIs from the east, while a Work Boat won't even reveal the contents of a single City due to us not being able to get Open Borders.
babybluepants said:
Also, Genghis should be the faster of the two
What makes you say so? Is it because Genghis has 6 Cities to Elizabeth's 4 Cities? That fact would likely be the biggest factor that I can see, unless we know the AI Personalities that these Leaderheads actually embody.
If we do sell techs or do any more tech trading, just be very careful--I wouldn't even ask what an AI would offer us--we don't want to accidentally have them put Meditation on the table. Likely we won't even see a large enough lump sum of Gold available, so the issue will be moot, but if one does come available, then just manually click on the Gold and ask for it all as a safety measure against an accidental misclick giving us Meditation.
As for LC's idea about the Scout going to meet up with our exploring Work Boat, yeah, we could probably do that... scout toward our Work Boat... but doing so also means going back to moving the Scout 1 movement point at a time, including when we go 1NE of Tlaxcala, just to avoid dying to wandering Barb units.
I don't really care if we build unpromoted War Elephants, unpromoted Cats, or unpromoted Axemen--we just need quantities of units, not quality of units, so my opinion is that you should feel free to build all of the unpromoted units of whatever type you feel is appropriate all that you want.
As I have said before, I'm fine with you killing the updating of the testing game. It can be useful for certain things, like seeing if we can still build Galleys after learning Astronomy, which would affect whether or not Galleys in the build queues would get auto-upgraded after a turn of knowing Astronomy. If Galleys do get auto-upgraded, the only tricky point is that you don't want to whip the Galleys on the turn of learning Astronomy, as the Galleys won't get completed but will turn into Galleons that probably don't have sufficient Hammers to be completed without a second whipping action (i.e. two times the Unhappiness).
I suppose that since you might want a Caravel for a Great Merchant, it can't hurt to plan to build a Trireme to upgrade into one (although a test game should also check what happens when we learn Optics with a Trireme in the queue--will it remain a Trireme or not?). If we don't get a Great Merchant, the Trireme upgraded into a Caravel can be of use to scout out Asoka's capital and can even then sail on toward the unexplored water to the south of us, giving us advance info for our Galleys/Galleons.
If we do get a Great Merchant, than we probably won't have Optics in time to upgrade the Trireme into a Caravel for scouting out Asoka, so the Trireme can then just be used to upgrade into a Caravel later in order to shuttle around a Great Merchant... i.e. either we'll get Optics and a Caravel for scouting out Asoka or we'll get a Great Merchant and we can hang onto the Trireme until later... or even just use it as stack defence for our Galleys until after the initial assault.
Remember another key point: if we upgrade Galleys into Galleons when they are inside of a captured AI City, any units ON the boats will NOT defend the City... thus, any units on said boats should be unloaded into the City, then boarded onto the Galleons on the following turn when the Galleons have movement points available to them. Yes, we won't be able to unload units on the same turn, but we'll also not have our army accidentally wiped out in one fell blow, either, so losing that turn of movement from our units needing to re-board the boats will be worth it.