Quote:
Originally Posted by Soyweiser
I get what you are trying to say. But your math is simply wrong. getting 3-4 provinces more than your enemies is a 30-40% overall increase in gold. (Assuming normal 10 provinces each). Not 400% (or 320% or whatever).
Add to that the upkeep and hiring costs of the armies, the replacement cost of units that get killed by the barbs. Temples, forts under construction. Costs you lose by getting pd killed again and again. population loss by events (10% each time) increase of unrest by the attacks in your lands. And the amount of gold you get isn't that great.
Saying and then defending some sort of magical 400% increase is stupid.
The only real bonuses the additional provinces give are denial of those provinces to your enemies, and sites (and thus gems).
The huge horde of barbarians and the normal one get unlocked at turn 10 and 5. So both of them are available early game.
And having one or more SCs tied up fighting random invasions is a huge cost.
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I agree about it having costs like replacement for units and other stuff but I was just showning that its not as bad as you presented it to be. And I'd take denying 6.4 (assuming default 40% magic sites and that each magic site produces 1 gem) gem income to my enemy for 80 turns(that is 512 gems) than all the gold you loose by replacing army members(if you are loosing any but with a good precision strike you shouldnt be loosing many)(with 512 gems you can have 5 well equipted SC's patrolling by turn 80 and you only need 2 to cover everything

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About the upkeep, you cannot really disband your early game expansion armies so you loose that upkeep even if you dont get the attacks, getting attacks actually can reduce your upkeep(suicide unwanted units with high upkeep if you insist about being precise about the upkeep.) (That is assuming you are at peace) Otherwise having 1 army at the back ensuring you recapture provinces might be troublesome.