Hello...I welcome your opinion here, by the way. I'm not trying to assert that my strat is strictly better than Dave's.
I'm not the one who brought up the Feudalism vs. Theology comparison, but was only defending the value of Feudalism as an important tech. In order to appreciate it fully, you need to appreciate the power of Longbowmen, which many people seem to ignore.
Don't get defensive and put words in my mouth. I never mention anything between you and Dave and who's is better. I only said it's different. Besides, Dave is a better player than me. I am not going to suggest how he can play. I merely state that
if he's concern about wasting anarchy, he has the option to do when the 4th civic, pacifism, is available via building Paya. Because the synergy of waring and pacifism.
If you object why people ignore the "power of Longbowsman," please elaborate how you use them in your strategy and how big a factor it is in winning the war sooner. More specifically, how does longbowsman's benefit outweight early Bureaucracy. Or whatever your argument is.
Guilds. Call that a dead-end tech if you like, but I certainly value it much more than Divine Right.
Where did I say Guilds is a dead-end tech? You were the one calling techs dead-end. If you prioritize the bottom part of the tech tree early and use it to leverage your tactics then it's reasonable. But it seems like you are doing Feudalism and going at the top of the tech tree, CS/Paper/Edu like most. And you are trying to argue Feudalism is better than Theology. Essentially you are just using more turns researching a tech for 2 XP and netting longbowsman whom is not a war deciding factor. I agree that DR is not more important than Guild if you research Guild right after at that time period. If you delay Guild, ie. post paper/education, I find DR is usually more beneficial for me because the size of my empire and the 2 world wonder it allows me to build to help with my commerce.
Here is where I'll just have to disagree with you. +2 XP in all cities for military is much better than +50% production in one city, by far. On the other hand, the commerce bonus of Bureaucracy can compensate, but without fully mature Cottages this takes some time to realize.
Please don't forget the unit cost you need for building army large enough to attack another civ on your own.
So the commerce difference is almost 100% because you loose 50% bonus and you have to pay extra fee for units idling while waiting for war. In addition, I will assume you are not working any cottages when you are building invasive forces, thus further delay your cottage growth. Cottage growth is proportionate to the increase in research beakers in later techs. Thus its normal to see it takes the same amount of terms to research a later tech as it does for fishing if one starts working cottage early enough. Your method of delaying Bureaucracy and working on mines only further delay your cottage growth, couple that with unit maintenance fee, and minus 50% capital production/commerce bonus and increase the number of turns it will take you to reach Liberalism. A capital with 50% production bonus can crank out axeman and work cottages at almost the same rate as one working mainly mines. And the 50% commerce bonus can help supplement the unit cost.
I don't really care if I can take a city with a level 1 axeman or level 3 axeman as long as min causality. In terms of 2 XPs, there are easy way to get to level 2 on the open field/new cities while en-route to the enemy's capital.
Coupled with Religious allies, it's easy to get more than 2 XPs even if I start building axeman without barracks. Preparing for 5XP army is worthless when it can be achieved by other means at the same time, while gaining production and commence bonuses at the same time.
In my experience, a bunch of level 2 axeman/swordsman vs few level 1 and war allies, I don't find myself having problem winning wars. So level 2 army coming out of the gate is not a priority, because it's not such a big difference that it alters the result of the war. If a bunch of level 2 promoted units can win me my war (eliminate 1 civ) at a faster date (BC), by all means, I will try it.
With early religion diplomacy, I am just saying I don't have to invest so many hammers on "high level" introductory army (axeman and swordsman). Because by your method, maceman almost available soon. I don't want to have a bunch of highly promoted axeman sitting around while costing me commerce to maintain. The priority is to take down good cities and eliminate dangerous civs.
Lastly, while there's a way to compensate the 2 XP lost by fighting enemies. Is there a way to compensate 50% bonuses from the capital? In other words, if I delay using Bureaucracy, is there a way I can achieve the same result of neting proportionate amount 50% production and commerce bonuses from the capital? If you check your city screen, your capital production/commerce output is prob more than 2 of your other cities combined. So it's not just a city like you said.
The jump from 3 XP to 5 XP is big because it adds a full promotion. The jump from 5 XP to 7 XP is much less because it provides less than half a promotion.
Yes, that's right. At the end of the day, why does it matter when I can take all the cities with 2 level 2 axeman and you have a bunch of level 3 and 4s at the city after the war.
More often than not, I find it more advantageous to wait until the right moment to pick the right religion, because the choice may not always be obvious at the time.
Usually it's Buddhism or Hindu dominate. Sometimes Jud. Factoring in your neighbor, religion founding civs, and aggressive civs, it's usually easy to deduce which religion to side with. The founding civs usually spend lots of time making missionaries, ie. Gandhi. Usually I find one of the aggressive civs with the dominate religion and use them as war allies against another aggressive neighboring civ. It's fine if you want to stay neutral until mid game, post CS. Advantage of using the dominate religion is that I don't have to have a as high a power rating to prevent a DOW as if I was religion neutral.
I am just saying it's possible to have 4 hammer bonus at relatively very early stage of the game. These hammer bonus can be apply to any city build. After my first war, and infrastructure phase, I usually can build so much modern army so fast it doesn't matter what religion I pick during nationalism. I watch out my religion diplo carefully at the beginning of the game. By mid/end game, I am so much ahead I can careless what other AI is using. By Nationalism I usually switch back to my unique religion so other AI will DOW me and I won't suffer diplo demerit with other civs while engaging a war to acquire more land mid game. If the neighboring civ is the founder of the dominate religion or if they're tech leaders, I will usually make "arrogant" demands repeately in a single turn and get my demerit with them to -10 to accelerate being DOWed. Then I draft when they do. The goal is to get the dominate shrine and techs in midgame while not wasting time backfilling and maintain military advantage without having to trade techs. This is about the same time I war for the bottom Guild tech line and get them through peace talks.
Sure, we can go that way if you like, but I'll guarantee that you'll lose in your endeavor.
It's just you started the thread stating to leverage Vassalage and other community members are testing your theory. Just please don't be defensive and get personal with your tone of voice. Everyone is here to learn.
It looks like the price is basically 1 turn of anarchy for the bonuses.
Theology will get the 2XP earlier because of it's shorter research time.
It might also help to state what difficulty this strategy you find works in. I usually forget about full scale axeman rush on my own because they're usually outdated when I put all my resource into them. When I have axeman forces, the AI's culture defense is too high. When I get my Cats together, the AI usually have longbowsman. On lower settings, by the time you prepared an axeman/swordsman army large enough to take out civs on your own, I've already won and ended my war and preparing to make more modern units because I had help and I don't need to invest into construction/Cat in the beginning to making army. The earlier the multiplier buildings are build, the net benefit is exponential. Other infrastructure also help accelerate research indirectly.
In addition, when you are fighting the war alone. All the other Civs are running away technologically. By asking for allies, almost 1/3 of the world is technologically idle and the allies are getting the short stick because they're not getting new cities, and post war, they are busy rebuilding improvements and re-up their power rating. While I sit there and enjoy my new cities while knowing I will have Micheal Phelp like research rate post CS.
Theology increase power rating as well, like construction. Not sure if Feudalism do. If I had to guess, it should as well.
I don't know if you ever took any science class. It's the method, theory and supports we're discussing. It's not about who wins and who looses. If your theory turns out to be correct, I will be just as happy as if mine was correct. Entering a debate with the state of mind of "me win you loose" is not scientific. Dave is testing your hypothesis. Not your ego. Please do not mis-understand and try to be objective.