Now that you mention technology, we can agree that there are 3 factors to consider: unit production, technology, and experience. The key difference, however, is making the most of these 3 factors.
Totally agreed. I tend to favor Experience and TEch over numbers, typically because again, The AI mindlessly spams units, and thus I'd rather have better quality than more troops,as I, unlike the Ai, am trying to get a tech lead to hammer the AI with.
I agree that technology is the key factor of these 3, when it comes to determining the efficiency of units on a unit-per-unit basis. But I think bringing technology into the picture strengthens the argument for faster unit production, since a technological advantage will reduce the significance of experience.
Again, totally agree, but it doesn't strengthen the argument, because what it actually argues is that you need less units to have a successful conquest.
Say, for instance, the defending AI units were CG 2 Longbowmen. Assuming equal numbers of attackers and defenders, would you really care whether your Cannons were CR 2 or CR 3? If you had 95% chances of success (I'm taking a number out of the hat here) because your units are technologically superior, would you really care whether you could improve that to, say, a 97% chance of success, by making that unit a bit more experienced?
Yes, because a standard longbowman gets more benefits from the walls and the terrain, as the AI has an annoying habit of building cities on hills. In my games, that CR3 makes an almost 20% difference. This is even more important with cannon, as they now only get 1 exp per battle, so the more promoted the better.
On the other hand, fast troop production magnifies the advantage gained from technological superiority, by increasing the sphere of influence your military can affect as a whole. Before Factories come into play, the HE city has a +125% bonus to production, considering the bonus from HE and a Forge. If you add a Military Academy, that becomes a +175% bonus to production. If you consider the proportional improvement, it's a factor of (1+1.75)/(1+1.25) = 1.22. I'd say that's a pretty significant margin--especially considering that your West Point city's units have at least 4 XP more than other cities' units. If you consider the same for a non-West Point city, the proportional gain is (1+0.75)/(1+0.25) = 1.4, which is a higher margin, but it's applied to less experienced units.
Yes, but that goes back to my argument of efficiency, maitinence, and quality over quaninty. We must play differently, because my military games are usually done by the time west point is built. Also, I usually have a large, well-promoted army left over from my earlier conquests, so its a matter of upgrading them and auguementing their numbers.
Finally, we have to consider the amount of XP needed to gain the next level of experience.
I think everyone agrees that it's optimal to have the most basic military cities produce at least 5 XP units. The only question here is how experienced the West Point city's military units should be. The higher in level you go, the more XP it takes to gain a new level.
Yup, and for that argument I'll agree with OTAKUjbski, who I completely agree with.
Just because you can promote the 11 XP unit to lvl 4 doesn't mean you must. The primary difference [to me] between 11 XP vs 9 XP is the option to promote. (I.e., if I have a 11/10 unit with 75% odds, I have the option of promoting to better odds; the 9/10 unit just has to "suck it up".)
I like keeping my options open.
Options are a greta thing. More is always better here
Somebody with the Pentagon still defends with longbows?
It's relatively easy to get up to CG2 Longbowmen before the pentagon. Simply use a barracks, and 2 of 3 of the following; Vassalage, Theocracy, or a GG.
Also, 5 cannons and 5 rifles is more than twice the hammer investment of 15 longbows. So in this example it's quantity and quality for the offense!
Then again, I don't need to rebuild 15 longbows, and At worst, I should only lose 2 cannons and a rifleman. 5 to 1 kill ratio? Yes pls
