fe3333au said:
Nor I ... but I am wearing a garbage bag cos I'm expecting a mud fligger of a campaigne
The only mud I want to sling will be aimed at the Galls and Nutters!
From the nomination thread:
Chamnix said:
Ah, General_W, our champion mudslinger... it's been a while since someone was brazen enough to challenge you in an election
.
But since we have a race now, I'd like to hear donsig flesh out his position a little more. I love the idea of wiping all non-MIAers from the map (how could anyone not love that?), but how do you propose to accomplish this? Landing with cavalry? Hoplites? Riflemen? Wait until infantry? How many boats would we need? What is your timeframe? What is the airspeed velocity of an unladen swallow? Etc.
We are currently at war with both the Galls and Nutters. We have a tech lead and we need to exploit that. The enemy has steam power and nationalism so they will be concentrating their efforts on creating a rail network to use to defend Battle Island in conjunction with their cavlary and riflemen.
If we try landing with cavalry and rifles (or hoplites
) we would only succeed in reducing our military unit support costs. We need to wait till we have replaceable parts so we can build infantry, artillery and start using civil engineers. Once we have a large enough force of infantry we use them to establish a beach head along with cannons, arty and cav to go on the offensive.
The invasion route should be the same the Galls used in their invasion. We stage near April Fools and land near their capital or fur colony. We take Malice and then continuously ferry troops to that city. Using this route we can keep our naval transports to a minimum (what ever is required to establish the initial beachhead). In addition to infantry for the beachhead and ships to transport them we need a strong enough naval presence to safely convoy the troop ships.
So, how many infantry do we need? Tough call for me. I have no experience in calculating the size of the force the enemy can throw against our beachhead. We are stong compared to both the Nutters and Galls. That could mean they have 40 cav each which would mean we'd need 40 infantry. My guess is 20 inf would do especially if we land a comparable amount of cannons or arty. We'd need 10 galleons and maybe half a dozen frigates to protect them. That's 860 shields worth of navy and 1800 shields worth of infantry. We already have 16 cannons so we'd need gold for the arty, not shields.
Is this doable? Our top ten cities are making almost 300 shields per turn and they don't even all have factories yet. Plus, with replaceable parts we can use civil engineers to boost shield production even more. If we concentrate on the navy first (while we research replaceable parts) we could get our ships in place and gain control of Invasion Straight in time to ferry our expeditionary force over. We could pump out over 30 infantry in 12 turns at current production rates. By the time we get replaceable parts we'll have factories in place and our production will be even greater.
My initial thought was to forego the building of wonders. Copernicus and the palace prebuild are cutting into this 300spt production big time. But that may not be necessary. Going for Hoover will boost production even more so is a worthy goal in order to allow us to sustain a prolonged war effort.
Here's an outline of my overall platform for wiping out the Galls and Nutters:
Research replaceable parts next, then scientific method.
Start building a navy - frigates first to gain control of Invasion Straight, then galleons for transporting the invasion force.
Once we have replaceable parts start building infantry and upgrade as many cannons as we can afford.
Complete Copernicus, build TOE to get atomic theory and electronics for free and to build Hoover.
Once we have control of the straight and enough galleons and infantry we land the infrantry and arty/cannons near Malice. Then ferry the cav to the beach head. Take Malice and ferry additional units there to continue conquest. Continue making military units in all top producing cities except those building the specified wonders.
We concentrate on eliminating the Galls first.
We should be able to capture Malice within twenty turns from now.