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Troop Redepolyments

Discussion in 'Civ4 - Demo Game IV: Gameplay' started by thecommonnate, Sep 30, 2008.

  1. thecommonnate

    thecommonnate Theocrat

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    1889 has requested a thread regarding troop redeployments for the next TC.

    Personally, I believe our Naval Deployments and Defense Gird is set up on a very firm foundation.

    As for land troops, we have a nice number of troops spread out, but it would be nice to continue redistributing some to the major eastern coastal cities. Specifically moving some of the troops in Borsippa to Babylon.

    I urge everybody to discuss this more thoroughly though, and argue any movements they feel necessary.
     
  2. 1889

    1889 Mayor of H-Marker Lake

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    We have 1 destroyer and 8 frigates (3 of which have no experience at all). Our main deterrent is a thin line of ironclads that may be able to sink a single escort vessel, but generally any invasion force will be able to land its troops.

    Now that the entire continent is under our control the navy is our first line of defense. By upgrading and disbanding unnecessary units we can cut costs and vastly improve our capabilities.

    3 ironclads and 3 frigates have no experience and so are not worth upgrading, I would recommend disbanding those units. 10 ironclads can be upgraded now for 3200 gold. 4 frigates can be kept in reserve for upgrade later.

    I would also recommend the disbanding of the zero experienced galleon, the other 4 should be upgraded. Making them transports for only 155 gold each is a great deal considering they will be more than a match for the most advanced ships of our rivals at this point in the game.

    We have a pair of caravels that have been traveling together for the last 20 turns or so. Surly one of them can safely be disband.

    Currently we have 13 ironclads, 7 frigates, 5 galleons, 3 caravels and a destroyer.
    After initial upgrades we will have a navy of 11 destroyers, 4 frigates, 4 galleons, and 2 caravels. A more capable navy while supporting 7 fewer units each turn.

    Our navy is now our first line of defense. It can perform this role only by reaching the enemy fleet and destroying it. One way to quantify that capability is to multiply strength by movement points. Using that rubric our current capability is 883, after just the first phase of upgrades it would be 2856. The other nations are catching up in techs (Churchill could research combustion in 8-10 turns) we will have to do this eventually why wait?
     
  3. Lord Civius

    Lord Civius Emperor

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    Great analysis 1889. I would be a little weary of using our entire treasury to upgrade the navy. Like you said an invading force can usually land most of their forces so saving some gold for Infantry upgrades seems as important.
     
  4. 1889

    1889 Mayor of H-Marker Lake

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    Ok fair enough so lets just upgrade 9 ironclads and keep the other in reserve. That leaves us a little over 700 gold in the treasury, enough to upgrade 6 rifles to infantry in an emergency.
     
  5. thecommonnate

    thecommonnate Theocrat

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    Great analysis, as Lord Civius said, 1889.

    Upgrading the 9 ironclads would be a good compromise if some of the treasury is wished to be saved. The Galleon to Transport upgrades can also be considered when planning any future invasions with a surplus of money in the treasury.
     
  6. Furiey

    Furiey No Longer Just Lurking

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    A good navy can often be used to sink an invasion before it lands, but do we have to upgrade all these units, or is it more efficient to build new and disband? I do not know what our production versus our income is like so can't say for sure, but in some cases a new build may be better, particularly for low experience units.
     
  7. 1889

    1889 Mayor of H-Marker Lake

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    I recommend the upgrading of 10 of our 13 ironclads (1 with 4 xp, 1 with 3 xp, and 8 with 2 xp, the 3 with no experience should be disbanded). Cordoba has a military academy and drydock and can build a 4 xp destroyer every 5 turns. Babylon has a general, building a drydock there will take 2 turns then 6 xp destroyers can be built every 3-4 turns.

    So yes we can build new ships with 2-4 more experience points, but I don't think such a small improvement is worth the cost of disbanding 10 more ironclads.
     
  8. 1889

    1889 Mayor of H-Marker Lake

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    Cordoba will be producing a Mining Inc exec this TC. I'd like one of our galleons upgraded to transport to help whisk him to Port Civius.

    We are also supporting 24 units that we really don't need to.
    The great spy should be used, the workboat in Port Civius is useless as are 5 archers 1 crossbow 8 Sammurai, 3 Pikes, the extra caravel on the east coast, the zero xp galleon, and the 3 ironclads with no xp.

    With Inflation at 76% these units are costing us over 42 gold per turn.
     

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