I like the way this man thinks. This is exactly what i had in mind w/our musketeers, yet have been flailing to explain correctly.joh said:Re cavalry and musketeers:
Musketeers make a good escort for cavalry. They are cheap, and so can bulk up the force, and move as fast as the cavalry. They also are good for protection against pikemen. They heal much faster too, so are good for taking out weak troops that would go down, but hurt your cavalry in the process. What you can do is build a force of musketeers, go on a pillaging spree, and as soon as you get cavalry bring them in for a knockout punch. You can't go on a pillaging spree with grenadiers which is why I like the musketeer/cavalry combo. Even if you can't take a city with musketeers you can do alot of damage because they're fast and so keep the enemy down so they can't get to riflemen.
You can of course just do the macemen thing but then you may as well be playing japan. The knockout unit for france is still grenadiers/cavalry, the musketeers just provide a dangerous pillaging unit that is a threat to smaller cities. Which is why I said this strategy is about a pillaging rush. The only medieval unit that can touch them are knights, so grab msuketeers o nthe way to cavalry, and isntead of wiating for cavalry or grandiers to attack, charge at their resources and smaller cities with the unique unit.
Re longbows:
Musketeers will beat fortified longbows unless those longbows are in a city on a hill. The key here is promotions. With agressive, barracks, and vassalage and theocracy, you will have level 3 straight away and only 1 combat away from level 4. A musketeer with combat 1, 2 and cover, will get a +45% bonus against a longbowman, or strength 13 in other words. This is more than twice the longbow's base strength so you can see how the longbow will need to use a hill or some fancy promotions to beat the musketeer. Even if you go all general and take combat 3, you still have a strength of 12.
So, the moral of the story is, give your musketeers combat 1, 2, and then save the third promtion for just before you fight. You might need to promote them to cover, shock or whatever based on what you come across.
So, what do we do now re: our tech path?? stick w/the longer path, or go with the Writing>Theo>Educ route? If we do this, what should we do about the oracle?? maybe still take MC with the oracle for the forges and just see which tech path is faster: Writing>Mono>Theo>Paper>Educ (use Liberal sling for nat'l, the nat'l draft of musketeers [which is pretty antithetical but whatever ~ we'll muddy up the corps with common blood], and head out for Cavs) OR Writing>MC>Machinery>Monarchy>Feudal>Guilds.aelf said:The game tells me that the shorter route to Gunpowder is by Writing to Theology to Education, which overlaps a lot with the Alphabet route. I tried clicking the other route (Metal Casting to Guilds) and indeed it seemed more techs to research and a lot more turns.
pholkhero said:
The way through educ may be quicker, but from where we are now, it is the longer tech path by 300 beakers (but, as I say, this pays off by setting us up for a Liberal/Nat'l Slingshot and we could draft Musketeers and head right for Mil Trad.)frankcor said:LOL! That guy's a piker. I've had farts last longer than 7 minutes -- try holding your breath through that.
Re: research path
The part of that article that rang loudest for me is that a more balanced research path is usually the fastest way to a tech. I don't see anything in our variants to preclude us going for Alphabet rather than beelining to Gunpowder. Once we get Alphabet (and never never trade it unless asked) we can start to focus on the beeline, filling in useful and prerequisite technologies by trading as we go along.
pholkhero said:However, IF we discover Christianity BEFORE we're at war (by way of Theo to Paper), we can delay declaring for 30 turns
yeah... well the Musketeers will not function as our main troops, its just for the variant and style=Ppi-r8 said:I'll be very interested to see how you guys handle this. My own experience with musketeers has been that you have to make sure you get there FAST, ideally when some other civs are still relying on archers for defense. With all the restrictions you're playing under, that's going to be very difficult.