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Post by MookieNJ on Oct 4, 2006 19:01:12 GMT -5
Yeah Church, Pinch Cavs still get around 40% against Infantry, so they are pretty far from a sure defeat there.
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Arvcran
Worker
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Remember the purpose of CIV / BtS is enjoyment, entertainment, and hobby!
Posts: 181
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Post by Arvcran on Oct 4, 2006 23:25:12 GMT -5
LOL. I checked this. 1. Gunships can't get the commando upgrade. I guess they could if they were upgraded from a cav. But I'm not sure whether a heroic unit keeps all it's promotions on upgrade. All promotions are intact when upgrading a leader or any other unit. Non leader units lose the promotion points past 10 otherwise they retain all promotions it just takes forever for them to reach the next promotion.
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Arvcran
Worker
Tourney Director
Remember the purpose of CIV / BtS is enjoyment, entertainment, and hobby!
Posts: 181
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Post by Arvcran on Oct 4, 2006 23:25:58 GMT -5
Yeah Church, Pinch Cavs still get around 40% against Infantry, so they are pretty far from a sure defeat there. A charismatic theocratic civ with westpoint generated Infantry would take care of the cavs ;-). So would a feudalistic theocratic civ with westpoint generated Infantry. It is always nice to have 2 move units even if they are not the most powerful. They pillage well :-). Gunships .... heh ... another story *Flight of the Valkyrie sounding in the back of my mind* ok wrong hellicopter but you get the picture.
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Post by MookieNJ on Oct 5, 2006 1:34:55 GMT -5
You're talking about Infantry being built of one city with West Point vs. Cavalry that can be built in every city of an entire empire. Outside of that, an Aggressive civ can get triple promoted Infantry that will handle Cavs with no problems.
I know from experience, in a Ren cton I lost 5 Infantry in a row to Cavs, even after I catapulted them!
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Post by cv431410 on Nov 13, 2006 13:44:07 GMT -5
My 2 cents:
I have not played this era for a long time and there are several very important tips that are not listed here, so I thought it might help:
I. Production General Principle: Production, production, and production. Goal: 1 unit per turn per city. How:
(1) WorkShops Get as many workshops as your food support.
(1A) Plain Workshop : Tech Required: Metal Casting FPC Value: -1F 1P Tech Modifier 1: Guilds +1P Tech Modifier 2: Chemistry +1P Railroad: +1P Civic: State Property (Communism) +1F
==> Production: 4P + 1F - 1F (Guilds, Chemistry, Railroad, State Property)
*** 4P ***
(1B) Terrain
Plains 1F 1P Terrain Features: Hills -1F +1P Let us put a workshop on plain.
*** 5P ***
(1c) Multipliers
Forge, +1 unhealth, +25% hammers Factory, +1 unhealth, +25% hammers +50% hammers with power
Coal Plant provides power with Coal (+2 unhealthy) so the factory use +50% hammers
Ironworks, +2 unhealth National Wonder (1 allowed) +50% hammers with Coal +50% hammers with Iron
Maximum multiplier: 175%
*** 5P x 2.75 = 13.75 ****
(1D) Sorry I could not remember what Print Press supposes to do here except it helps production. Someone can help here.
Well, you got the picture, It does not too many 13.75P to get a rifleman. A few workshops means 1 unit per turn.
(2) State Property State Property is workshop's younger brother. It gives you +1 food from Workshop & Watermill. It increases the availability workshops because the limitation for workshops are food.
(3) Universal Sufferage + 0% Research
As agoodname stated earlier: “Universal sufferage is great mid game in an industrial. Never underestimate how much gold you can bring in in an industrial teamer, each city has a market+ grocer by default so you get +50%, if you get a bank thats +100%.
I find that with the kremlin and 0% research i can buy riflemen or artillery almost every turn in every one of my cities.”
When you combine these three and your opponent does not, well…you get your goal, 1 unit per turn. Wait ..., I forgot drafting, for a short period of time ( 3 - 5 turns) , you will get 2 units per turn per city (well 3 cities).
II. Machine Gun: (1) In classic era, you saw a stupid archer with double hill defense just sitting in your hill; later, you saw a stupid longbow with double hill defense just sitting in your hill. Well, there is a similar unit now, machine gun. Use it often. It is like a Spanish horse sitting in a forest hill, you really need cavalry to handle it. A machine gun sitting in a forest hill, you really need tank to handle it. Machine gun is a very important unit, never ignore its huge role in this era.
(2) Attack: First stack = 5 machine gun + 5 cannon; second stack = 10 inf + 3 machine gun. That will get your stacks to enemy city safely. Machine gun does not attack, but IT PAYS TO HAVE THEM IN EVERY stack. When your stacks are attacked by cannon, the machine guns will be the one at work. What? they block your attack ..., ctrl+1 and ctrl+2, the machine guns get their own number ..., they do not block your attack, you block your own attack.
III. Drafting Drafting, equivalent to slavery in early eras, is really at its best for this era, because the cost is 1 (population 6). The cost for the next era (Modern) is 2 (population 7) and the cost for the one after (Future) is 3 (population 8), which really make drafting useless.
The points are: slavery for early eras, draft for middle eras, and Universal Suffrage for late eras.
IV. "Real Joke"
Get 60 units out of a single city in 120 turns for nothing.
(1) Build 5 cities; (2) Build 5 theaters; (3) Select 1 city, which has a lot food to grow population very fast*, build global theater; (4) Draft every turn**.
* Size 1 to 2: 20 food /2 Size 2 to 3: 22 food /2 Size 3 to 4: 24 food /2 Size 4 to 5: 26 food /2 Size 5 to 6: 28 food /2 Size 6 to 7: 30 food /2 ...
"1/2" factor comes from granary.
** A city with 3 - 4 seafood is certainly not common, nevertheless it does happen. When you have a city like this, try this crazy idea:
City of Size 5: city = 2 food 4 seafood = 24 food 1 farm = 3 food Total = 29 food Population 5 requires 10 food ==> 19 left over. 19 Food grow size 5 to size 6 in 1 turn. Drafting reduce city from Size 6 to Size 5. Global Theater ==> they are happy to join your army. Get one rifleman every turn!!!
It will be slower for inf. because the cost is 2. But it will still be good.
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