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alexman
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Hunt Valley, MD
Jan 1970 time: 00:33
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The problem
A UU is supposed to provide an advantage to its civilization, but the occasions where a Conquistador is worth building are very rare.
The Conquistador is meant to be a unit that penetrates deep inside enemy territory, and attacks weaker units. The problem is that this unit is so expensive for its stats that it's not worth the risk of losing the unit in a counterattack. The Conquistador costs as much as a Knight, but Knights have more attack and more defense than the Conquistador.
A possible solution
If the expected shield loss from an attack with a Conquistador is about the same as the expected shield loss from an attack with a Knight, Conquistadors will become a nice alternative to Knights.
Take the case where a veteran Conquistador attacks a fortified veteran Pikeman on grassland. Assuming no retreat, the Conquistador will lose 65.9% of the time. A 70-shield Knight would lose 50.6% of the time. Hence, in order to get the same number of expected shields lost, the Conquistador would have to cost 53.7 shields.
Against a fortified veteran pikeman in a city, the Conquistador shield cost would have to be 59 shields. to have the same expected shield loss as Knights.
Considering the ATR movement for the Conquistador, a balanced cost for this unit would be 60 shields.
What do you think? Is the Conquistador worth building for the Spanish? Does this proposed change make it worthwhile to build in parallel with Knights? Any other ideas to balance the unit?
Last edited by alexman on 13-01-2004 at 23:18
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ducki
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I'm interested in making the Conquistador "worth building" to actually use as described in the 'pedia and this looks relatively conservative.
What's the conquistador upgrade path, though? If it's anything but Cavalry, I can't imagine investing much in a weaker-than-knight unit that won't at least make it to the main horse-path dead-end. I'd actually rather see Conquistadors upgrade into either the Marines path or the Infantry path, though I'm sure that's just wishful thinking.
Anyway, if they dead-end, I think you could make them cost 30 shields and I wouldn't build (m)any, especially for the same A-D-M as Ancient Cav(IIRC).
Spain is strong anyway, it's not like they "need" the UU, but it sure would be nice if it was more worthwhile. It seems like the F-15 of the middle-ages to me. Pretty, but dumb.
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pauli
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herndon, va, usa
Jan 2000 time: 00:33
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5/2/2/atar/enslave, 80 shields.
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pauli
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herndon, va, usa
Jan 2000 time: 00:33
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well, add saltpeter as a requirement.
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pauli
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herndon, va, usa
Jan 2000 time: 00:33
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ok, how about 3/2/2/atar/enslave/colony, for horses and 70 shields?
conquistadors weren't sent out just to mail back postcards.
(granted, you'd still need to capture some workers to build a road...)
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ducki
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quote: Originally posted by alexman
So you would need Astronomy and Gunpowder to build them?
I like the enslave idea, but to keep stock flavor, I think we have to keep Conquistadors weaker than Knights. |
Why? Aren't most UUs stronger than their contemporaries? I do get what you're saying, but I think it may be a premature assumption.
To a previous remark, how would a Unique Unit that is stronger than generic units make the generic unit obsolete? There's only one civ gonna be able to build them, not everyone, and if they still don't upgrade to Cavalry, they'll never make Knights obsolete unless we make Cav weaker/equal to the Conq.
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:33
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In combat, the combination of two moves and ATAR allows conquistadors to strike deeper than even cavalry can, and allows them to do so without regard to intevening hills, mountains, forests, or jungles. Combining that with the attack power of knights, let alone anything more powerful than knights, would make them too potent.
I would propose adding the enslave ability, adding an upgrade path to cavalry, and reducing the cost to 60. (Since Spain is not expansionist in C3C, there is no reason Conquistadors need to be in the scout/explorer upgrade chain at all; they could start a new chain of their own much as WCs do.) Against pikemen, knights would be clearly more cost-effective in a straight-up attack but conquistadors could strike deeper and would be less subject to enemy counterattack, so there would be strategic interest in the choice of which to build. The enslave ability would add interest to using more conquistadors and fewer knights, especially to pick off weaker AI units, while the upgrade path to cavalry would take away one of the biggest deterrents to building conquistadors.
By the way, one role knights would almost definitely be useful for even if the stepped-up power of conquistadors makes them a player's preferred attacker is moving in over roads to defend cities captured by conquistadors. The ratio of defense value to cost is a whole lot better for knights!
Nathan
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ducki
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quote: Also Spain should build Knights sometimes, even after Astronomy. Otherwise we are reducing strategic options, which is the opposite of what we want. |
I think you may have taken my AU Course suggestion to mean I think Conqs should replace Knights - I don't. I do feel that would be an interesting Course requirement to test any changes and see how useful they can be. Med Inf would still, in the course I outlined, probably be the preferred method of taking cities. Just prohibiting Knights for a course did not, does not, will not suggest I think the units are or should be analogs.
quote: the combination of two moves and ATAR allows conquistadors to strike deeper than even cavalry can |
So ATAR means that each movement point equals three tiles even in enemy territory? I assumed "as roads" would have the same limitations as normal roads. Interesting.
Another thought might be 3-3-2 + Enslave + (cost reduction OR useful upgrade path). The added defense giving a bit more staying power behind enemy lines and still leaves knights as more cost effective for general use.
Pretty much any of these non-knight-level suggestions would be interesting enough to try at least once.
[edit: or maybe give it the ability to Settle towns(naturally costing pop to build) or Build Forts? Mostly a fallback idea if nothing else is acceptible to the panel]
Last edited by ducki on 14-01-2004 at 07:44
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Nor Me
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ATAR definately gives faster movement through enemy territory (and explorers can pillage as well.)
Something to remember about the conquistador is that it doesn't stop being useful in taking empty cities. With the changes to bombers and cruise missiles, it can do this even against the AI later on. In a nuclear arms race, it could be feasible and sensible for Spain to take all an AIs main cities on turn one of a war which may well be much more difficult for other civs.
Not that the ability to do that needs to be preserved.
If we're having a cavalry upgrade then Spain should be able to build the explorer so that they at least don't lose the pillage ability.
I think I've suggested 3/3/2 cost 60 before and tried to convince player1 that 50 shields would be unbalancing.
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Risa
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It seems that the enslave ability is favored by many people. The next question is: enslave to what? Worker, warrior, or another conquistador?
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pauli
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herndon, va, usa
Jan 2000 time: 00:33
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sgl! sgl!
er, i mean worker.
* pauli whistles
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Risa
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I would definately not accept worker if conquistador were an ancient unit, because of barb-farming. And I still don't like the general idea of gaining pop-point by combat, even it's out of ancient times. That's why I suggest warrior.
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pauli
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herndon, va, usa
Jan 2000 time: 00:33
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...but enslaving the local population as workers was very much historical.
hmm... what would REALLY be neat is the ability to cause plague in enemy cities... but i don't think that's possible :/
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