Unit factories?

.Shane.

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I've read lots of interesting things on identifying cities for settler/worker factories.

Do you also do this w/ military units? Focus production at a few cities and save the cost of putting barracks everywhere? Or, is that too risky in the early parts of the game?
 
.Shane. said:
I've read lots of interesting things on identifying cities for settler/worker factories.

Do you also do this w/ military units? Focus production at a few cities and save the cost of putting barracks everywhere? Or, is that too risky in the early parts of the game?

You can do this. Certainly early in the game, you are likely concentrating on settlers, workers and military units. If you have a city with a lot of shields and not so much food, this should be the military unit factory.

You will get barracks in a few cities. Later, you can build artillery from cities without barracks and troops with those that have them.

Breunor
 
yea, its a waste building units/barracks everywhere
 
I would also add that, at the begining, I would not start building a barrack if I do not need to fight. If i only need to build warrior for scouting and police, then standard warrior will be as good as veterans.
But sure if I need to fight, then Barracks will be on.
Should I build barracks in every town?
Normally I would say NO, but I remember having played a game where I could only settled 5 towns and could not expend any more, so barracks in all towns and set 100% production on military try to push the AIs away or take a couple of cities.
Just to say there is no 'you gotta do that way' but alway 'it depends of the situation'.
 
The special feature of settler factories and worker factories lies the coordinated accumulation of food and shields. Units normally don't not depend on food, only on shields. unit production should follow the rule of any other shield production: do not let it overrun!

Would you like an example? Producing knights (70s) in a city with a production of 17s per turn would need 5 turns for a knight, thereby causing an overrun of 85s - 70s = 15s. If there is no possibility for city production to go to 18spt, then shortrush 2s every 4th turn or reduce shield production to 14s to still get knightrs in 5 turns without overrun and produce more food or gold instead.
 
I have in some games, if you mean a true camp. A town that gets a barracks and nothing else and just makes troops.

Some games I do not get in a position to do that, but in effect core cities are troop pumps anyway.
 
I used a few unit factories in a recent deity milk game. You want to look for 1st or 2nd tier cities without a food bonus, several BGs, and a forest or two. I already had 3 settler factories up and running, so 5 other cities that fit the above criteria went on full time chariot buildup. They did quite nicely when the inevitable war came.
 
vmxa said:
I have in some games, if you mean a true camp. A town that gets a barracks and nothing else and just makes troops.

Same here. I'm generally planning to get my cities to size 10-12 at least, so in the early game I build temporary cities between them to make use of tiles that would otherwise go unused. These temporary cities only build barracks and units, unless they can be turned in to a worker factory using food bonii and a granary.
 
To be more serious than my last reply: :)

Yes, it is good to have unit factories, and use barracks only in cities that actually build units.
Normally though, about all my cities really are factories. I don't do culture, i rarely build a library and marketplaces are also needed in the unit factories.
So usually i have 1 city with harbor producing boats, a few cities with food and granary producing settlers/workers and the rest of my cities with barracks producing attackers.

That is only counting core cities of course. Corrupt remote cities build settlers, workers maybe a temple to get to 66% faster and if none of that, wealth with taxmen/scientists.
 
bluebox said:
Would you like an example? Producing knights (70s) in a city with a production of 17s per turn would need 5 turns for a knight, thereby causing an overrun of 85s - 70s = 15s. If there is no possibility for city production to go to 18spt, then shortrush 2s every 4th turn or reduce shield production to 14s to still get knightrs in 5 turns without overrun and produce more food or gold instead.
17 sheilds for a city to produce a Knight is O.K. you would have to buy three sheilds at the end of the first turn to get your Knight in four turns, not a big deal.
 
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