In my game, I killed Greater Fire Elementals and cleared the pocket dimension using three Donkey Cavalry and a Shaman (get it from random lair exploration). Donkey Cavalry is awesome! Too bad it is not upgrade-able.
I started a game where where an AI was within 15ish squares of my capital. My first expansion had access to the donkey resource and I am building D Calv like there is no tomorrow. That early in the game, I don't have anything else that can compete as a single building requirement unit.
Because of their upkeep, I will probably stop at three surviving Donkey's though.
That's an interesting thought- that city will probably be size 5 or 6 by the time the AI is dead. And it has my harbor. Hmmm...
Nice read, but you forgot to explain why gold has no practical limit and food does.
I think he means that when you have a surplus in gold, you can always spend it on upgrades or new units, while a surplus in food doesn't give you any advantage comparable to a surplus in gold.
Surplus food is converted to gold. But I do not know the extend and exchange ration.
I think he means that when you have a surplus in gold, you can always spend it on upgrades or new units, while a surplus in food doesn't give you any advantage comparable to a surplus in gold.
I think it's 50 %. So having surplus in food isn't rewarding at all when you can have surplus gold instead.
I recently had a game played as Monsters where I saw how you can use food as a kind of gold. The ratio is 2 food = 1 gold. So food producing buildings are 1/2 the value of gold producing buildings, which makes them a fairly inefficient way to produce gold; but there is an exception - when you play monsters and have food boosting city enchantments those food buildings are now competitive or even better than the straight gold producing building even at the 2 for 1 exchange rate.
In some earlier posts in other threads I advocated humans getting a buff for some units and/or getting a new unit, but I no longer support that after having played humans some more; what I found is that the game is more than just the units, and while humans have mostly sub par units they have a better economy than monsters (haven't played undead much but wasn't too impressed the couple times I tried), and their units fit well into that economy. Having to build a separate building for hunters isn't a problem because I just use catapults instead, and they work well with warriors. Rogues are too squishy for my tastes, but since most of your cities will be able to produce them you can spam them as a quick but non sustainable boost to an attack, or to raise a quick group for defense against A after having already sent your army after B (setting them in defensive mode in a city compensates for their weak defense while their strong attack helps soften up the sieging units for the town's ballista).
I only play on small and medium maps with a lot of opponents so I never get to explore the human advantages with temple units, but they don't need to go deep into a game to hold their own because their economy is so good that it makes up for their mostly sub-par units (and of course they have the best silver upgrade [and arguably the best resource upgrades in general]).
You're still better off going with gold production to get gold even when playing as Monsters. As I mentioned above, "Comparing a Monster town making Food to a Monster town making gold is closer, but gold still pulls ahead, producing 67.25 gold at a size 10 city." A Monster gold city produces about 35% more gold than a Monster Food city, even with the deity-specific buff on the Food town. Even a Monster city that has two Pigs on it is still only going to produce 63.25 gold at size 10. I'd say to take advantage of those Food resources and build as many Food towns as you need, since that's a big part of your upkeep as Monsters, but don't ever plan to build Food as a replacement for gold. It's just less effective, even when you take map resources into account.I mean competitive with the monster alternatives, not competitive with the human options.
Stubborn Knights are alright and I'll build them if I take a town that can train them, but I go for the Trading Post when I have the choice. They have the same hit points and resistances as Veterans, but they're a little faster and hit about half again as hard. Unfortunately, they aren't powerful enough to justify their upkeep cost (6 gold, 4 food), but the main reason I don't use them much is because you could build a trading post on Donkeys instead that gives +10 gold. In a gold producing Human town that's completed all the gold-multiplying structures (you can have the trading post and all the gold buildings up at size 8) the trading post itself adds 42.5 gold per turn. You can support an awful lot of Human units on that kind of income, or just buy more upgrades. The advantages of the Stubborn Knights over Veterans don't really justify passing on a Trading Post. Later on, when temple units are on the field, the ability to build Stubborn Knights doesn't really help you since they're outclassed and don't bring anything unique to the table, while more gold from a Trading Post is useful the whole game.
Even if you just build them early on before Tier 2 units are commonplace, the upkeep squashes an early game economy before you have more than just a few of them.
Trolls can stomp them without much trouble, and can get Pathfinding for their very first level up. They're alright, but I'll take the extra money in almost all cases. Upkeep on Stubborn Knights is probably higher than it ought to be, although their initial cost is a bargain.