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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:36
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quote: Originally posted by Dominae
The argument that the 3MC is inferior for Jungle/Mountain starting locations is analogous to the argument that Immortals, Gallics, etc. are inferior for Iron-less starting locations. War Chariots are sometimes completely useless, but no one here is complaining about them. |
Not true. In cases where a player lacks a resource needed to build a UU, the player is no worse off as a result of having the UU than he would be if he had the standard unit instead. Celts without iron can't build GSs, but they couldn't build swordsmen either. Egyptians without horses can't build WCs, but they couldn't build regular chariots either. So while most UUs are useless if a player can't get his hands on the needed resource or resources, the UUS do not actually create a disadvantage. The 3MC can create a disadvantage compared with if the Hittites used regular horsemen on some terrain.
Regarding War Chariots' wheeled nature, note that Egypt can build horsemen. So again, we have a situation where the UU might be rendered useless (at least in the absence of extensive work on military roards), but not one in which a UU is useless and displaces a unit that would be useful.
Last edited by nbarclay on 02-06-2004 at 01:11
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:36
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quote: Originally posted by ducki
I disagree with the logic here - while we have considered allowing a civ to build the standard unit that its UU replaces, we've never agreed to it, so there is, indeed, no precedent for actually implementing this. |
There is not a precedent for actually doing it. There is a clear precedent for viewing allowing a civ to build the standard unit in addition to the UU as a viable solution.
quote: In one post, you mention that the wheeled attribute can sometimes provide a distinct disadvantage, but in supporting a change, seem to make the assumption that the wheeled attribute does generally provide a disadvantage. |
Not true. My goal is to adopt a solution that prevents the UU from ever being a significant disadvantage but that leaves situations where the UU does not provide a disadvantage essentially alone. I do think 3MCs are already better than horsemen on average, but how much good does being better on average do in games where half a dozen mountain, jungle, marsh, and/or volcano tiles are in the way of their reaching a target?
quote: F) Move 3MC to HBR, allow Hittites to build Chariots and upgrade into 3MC. Retain wheeled attribute. |
The only thing that would accomplish would be to allow the Hittites to use chariots as prebuilds for 3MCs, at the expense of their not being able to build 3MCs as early. It wouldn't address the primary complaint, which is the Hittites' absence of a non-wheeled fast-mover until Chivalry, at all. Do you really regard the inability to upgrade from 20-shield chariots to 30-shield 3MCs as that big a deal, or are you proposing this for some other reason that I haven't figured out?
quote: G) Postpone a vote pending a course starring the Hittites as the Player Civ |
The only way I can see that's being particularly useful is if the game would be rigged to have terrain clearly and significantly hostile to the use of 3MCs. (After all, we already all seem to agree that the 3MC is useful on good terrain.) Making sure players have to fight at least one war without iron would focus even more attention on the 3MC, since players would have to either find a way to make the 3MC useful or fight with archers if they want to go on the offensive. (And, I might add, cats have the same "wheeled" problem 3MCs do, so either both can be used or neither can.)
Actually, the more I think about it, the more I think such a course might be a good idea. I don't remember our ever having a course focused specifically on the use of military roads to overcome adverse terrain, and a course where the only offensive unit better than an archer is wheeled could be perfect for that purpose.
quote: These are just my opinions. It seems that under certain map-specific conditions, the UU can be less advantageous than on other maps, but I think we disagree that that is reason enough for a change. |
I agree that just being "less advantageous" is not sufficient grounds for a change. But I also see a big difference between merely being less advantageous under certain conditions and actually creating a disadvantage under certain conditions.
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Dominae
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quote: Originally posted by nbarclay
Not true. In cases where a player lacks a resource needed to build a UU, the player is no worse off as a result of having the UU than he would be if he had the standard unit instead. Celts without iron can't build GSs, but they couldn't build swordsmen either. Egyptians without horses can't build WCs, but they couldn't build regular chariots either. So while most UUs are useless if a player can't get his hands on the needed resource or resources, the UUS do not actually create a disadvantage. The 3MC can create a disadvantage compared with if the Hittites used regular horsemen on some terrain.
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You seem to be saying that whenever a player has access to Horses, he/she should always have access to a Horsemen-type unit or strictly better. I suppose that's one way of looking at it, but I see no justification for this.
The Celts do not have a 30-Shield Swordsman equivalent unit, nor the Carthaginians a 20-Shield Spearman equivalent unit. Why not transfer non-equivalence in Shields over to other characteristics? In both the cases above we're happy with the UUs because they're powerful despite their drawbacks (i.e. extra Shield cost). Why not do the same with the 3MC? Make it more powerful if need be, but leave it's defining characteristic alone (namely, it's Wheeled "ability").
In general, I feel it only takes away from the game if some civs can build the standard units in addition to their corresponding UUs. It strikes me as giving more power to the human player but taking away much of the fun.
Civ3 needs more variety, not less.
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:36
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quote: Originally posted by Dominae
The Celts do not have a 30-Shield Swordsman equivalent unit, nor the Carthaginians a 20-Shield Spearman equivalent unit. Why not transfer non-equivalence in Shields over to other characteristics? In both the cases above we're happy with the UUs because they're powerful despite their drawbacks (i.e. extra Shield cost). Why not do the same with the 3MC? Make it more powerful if need be, but leave it's defining characteristic alone (namely, it's Wheeled "ability"). |
As I keep saying, the problem with making the 3MC more powerful in some other way to compensate for its Wheeled attribute is that such a change would be most useful on maps where the 3MC already provides a clear advantage over horsemen while making significantly less difference on maps where players would be better off with horsemen than with 3MCs. Thus, it would "solve" something that isn't really a problem at all while doing very little about the issue that actually is a problem.
Regarding units that are better but more expensive, the key point is that they are better. The Numidian Merc has the same advantage over a spearman that a pikeman does, plus greater offensive ability (useful mainly for finishing off injured enemies), no matter what kind of map a person is playing. Part of the GS's advantage is map dependent, but the GS's ability to retreat is an advantage no matter what the map conditions are and it can cross terrain that slows it down and still use its speed advantage on the other side. Neither situation is anywhere near as map-dependent as the 3MC's situation is.
I actually prefer to let Hittites build horsemen rather than taking away the Wheeled attribute from the 3MC because that would preserve the 3MC's character. But I don't like the idea of leaving the Hittites as the only civ in the game without a non-wheeled fast-mover until Chivalry.
quote: In general, I feel it only takes away from the game if some civs can build the standard units in addition to their corresponding UUs. It strikes me as giving more power to the human player but taking away much of the fun. |
In general, I'm inclined to agree. But in general, UUs are capable of doing anything their standard counterparts can do, and of doing it at least as well if not better. Further, if the Hittites would be allowed to build horsemen, they would still in the situation of having a regular unit that they cannot build because of their UU - the chariot.
quote: Civ3 needs more variety, not less. |
Personally, I think Firaxis got the amount of variety among civs very close to exactly right. They put in enough variety to encourage players to adapt their styles to take advantage of differences in civs' characteristics, but not so much variety as to in effect tell players how particular civs are "supposed" to act. That provides more variety in the game while still leaving a feeling that I'm charting my own course for my civilization rather than following a script written by someone else.
Further, variety makes logical sense only up to a certain point. Once the Celts develop Gallic Swordsmen, it makes perfect sense that they would build those units instead of the inferior, conventional swordsmen. Even if conventional swordsmen might have advantages in certain situations (most notably as part of stacks with massive numbers of catapults) due to their lower cost, it is not hard to imagine prejudices and national pride getting in the way of building the kind of inferior unit other nations use.
But when a job needs done and a civ's special unit genuinely cannot do that job, it is virtually impossible to explain why the civ would not fall back on using the same type of conventional unit that other civs do in that role. The idea that a whole succession of Hittite rulers over a period of centuries would refuse to address their three-man chariots' mobility problem by putting people on horseback when they know other civs are using that technique strikes me as more than a little absurd.
Nathan
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:36
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Following up on my previous post, in the vast majority of cases, there is no even remotely sane reason why a civilization (as distinct from a player) would want to build a standard unit instead of its UU. Players might want to build the standard unit because they want to trigger their golden age later rather than earlier, but that involves manipulation of game mechanics, not a reason that translates realistically from how the underlying civilization would reasonably be expected to think. On the contrary, a real-world civilization fighting a war would want to take every advantage it can get, and would not know that starting a golden age now will prevent them from having one later. Therefore, taking away the option of building the regular unit in addition to the UU makes it harder for players to play unrealistically.
In a few cases, there can be times when having regular units and UUs operate side by side would actually make sense in game terms independent of the issue of GA timing. Swordsmen are probably a better investment than GSs for attacking units that have already been reduced to just one or two hit points by cats. Knights could help protect Ansars or Keshiks in certain cituations because of their higher defense value. But even in those cases, the fundamental capabilities of the regular unit and of the UU are the same, and it is probably more realistic that the civ would stick to a single type of unit rather than developing the equipment and tactics for two closely related types.
The unique thing about the Hittite situation is that their UU lacks a fundamental capability of a regular unit it replaces. Thus, on some maps, the Hittites would have a very strong reason rooted in "real-world" needs to want to build horsemen instead of building only 3-man chariots.
Normally, if players would build regular units instead of their UUs, they would be stepping out of character in order to take advantage of game mechanics. They would be behaving in a way that would not make sense for a real civilization because they feel like the mechanics of the game will give them an advantage if they do so.
But with the Hittites, building horsemen in addition to or instead of 3MCs on some maps would be entirely in character because the horsemen can do things the 3MCs cannot. To me, that is a serious, fundamental difference between the Hittite situation and other situations involving UUs.
Nathan
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ducki
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quote: Knights could help protect Ansars or Keshiks in certain cituations because of their higher defense value. |
This one sentence kind of flipped the switch for me, and now I think I see where our difference of opinion comes from.
Yes, knights might be able to protect Ansars or Keshiks.
But that is non-sensical.
A UU - in this case, the Arab culture, history, and environment fostered a certain type of mounted unit, as did that of the Mongols that was special, different from their contemporaries - is a military unit that is unique to its culture.
This does not mean that the culture/history/environment took the "base unit" and kicked it up a notch. This means that the culture/history/environment took the parts they saw as good and melded that with their own outlook.
Which is why you didn't see very many Arab or Mongol "knights" in the European sense.
A UU is not a case of a culture deciding to give a certain type of unit a bit of flavor and some extra training on top of what the joes in the infantry got. This is how that culture saw that unit.
In its own unique way.
I think the argument that certain situations make it harder(nay, even impossible) to utilize a UU to its full Aeson-level potential is not valid for removing the flavor that UUs have, even if that means that one game out of ten means you might actually have to adapt to something unexpected and difficult to manage.
Yes, that's harsh, but I just don't agree with you. I think you are being inflexible in your vision of how the Ancient Ages should play out.
There is only 1 possible terrain configuration where I might agree with you, but I'm pretty sure none of us will ever see it in a generated map - you'd have to have a wall of volcanoes between the Hittites and all other civs to render the 3MC useless for conquest, and even then, the advent of Mapmaking gives you another interesting choice in how to take over the world.
The more I think about it, the more I rather wish more UUs - and units in general - had similar limitations, because I think that would give us more interesting decisions, more reliably often, than anything we're tinkering with here.
Of course, I may be wrong, or biased due to the fact that I play mostly on Monarch because I like just the sort of situations we're discussing eliminating(rather than Emperor or DemiGod).
At any rate, I sure do wish more members would weigh in - even if you haven't played the Hittites, I should imagine you can give an edicated-guess sort of opinion on this. Speak up and be heard before a vote is called for.
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The pirate
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Just cause I was asked...
Gotta agree with Ducki, I would like to see more variety between the Civs, though how that would be resolved in game balance is another thing....
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:36
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quote: Originally posted by ducki
A UU - in this case, the Arab culture, history, and environment fostered a certain type of mounted unit, as did that of the Mongols that was special, different from their contemporaries - is a military unit that is unique to its culture.
This does not mean that the culture/history/environment took the "base unit" and kicked it up a notch. This means that the culture/history/environment took the parts they saw as good and melded that with their own outlook. |
That is an excellent way of explaining why Celts would not build swordsmen in addition to GSs, or why Arabs would not build knights in addition to Ansars, or why Mongols would not build knights in addition to Keshiks. Their culture already has a type of unit that fills the niche in question, so even if it might make a small amount of military sense to also build a similar but slightly different unit, it makes no cultural sense to do so.
But on maps where mountains and jungles present a serious obstacle, the 3-man chariot fills only part of the niche normally occupied by horsemen. Granted, if enough workers and enough time are available, they can eventually be made to fill the entire niche. But unless and until that happens, 3MCs' speed advantage can be used only for defending the homeland, not for taking the fight to the enemy.
Under those conditions, it would take a vastly greater cultural bias to prevent the Hittites from viewing building horsemen as a serious option. And if building horsemen in addition to 3MCs is something the Hittites would logically seriously consider under certain conditions in spite of their having a strong cultural preference favoring the use of 3MCs, then I think the option ought to be available to players.
Nathan
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ducki
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Part of culture is geography. A big part, actually.
The Hittites in a mountainous, rainforest area would not be the Hittites that were known for their war chariots. That was due to them being a mostly desert/plains culture.
Take for example the Chasqui, ignoring the movement penalty of mountains and hills. That makes perfect cultural sense, because of the geography from which the culture originated. The same goes for Ansar warriors and Keshiks. You can't separate culture from geography, because if you do, you have to change the Keshik and lose it's geographical/cultural flavor, as well as the 3MC. While we're at it, we'd have to make Samurai and War Elephants require horses, as those are both geographical/cultural flavors.
This seems like an unnecessary change that has support because "we can" - not because we should, or the Hittites are at a distinct(and general, widespread) disadvantage. I don't (personally) feel that this fits with "change as little as necessary".
If we hypothesize all the possible situations where a Civ might be disadvantaged because of the map, we'll end up with no UUs, no traits, and a lot less fun.
The cases where the Hittites are disadvantaged are random and originate with the map generator, which I don't feel we should fix.
I'm gonna let this one go for a while, so if any other lurkers have opinions but aren't voicing for whatever reasons, come out, come out wherever you are, whichever view you support or a view not yet expressed. The more input the panel gets, the better AU functions.
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ducki
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Ok, I haven't reinstalled AU Mod yet, so here's a stock rules, v1.20, Monarch level example of what I think is the main reason given to change the Hittites/3MC. I haven't gotten very far, but the starting location seems like the sort of thing we're talking about.
Not knowing if there are even horses yet is a bit of a drawback, but feel free to play it out to the point that you're ready to use your 3MCs - anyone that's interested.
Just looking at it, I feel it'll be a fun challenge, but by no means a walk in the park, to get units from the starting core to another civ. Have a go at it.
(Edit: Oh yeah. Warm, wet, 3billion, Roaming, Standard, Continents, 70% water, so it's tweaked against wheels.)
Attachment: mursilis of the hittites, 4000 bc.sav
This has been downloaded 5 time(s).
Last edited by ducki on 03-06-2004 at 07:11
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ducki
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I was afraid of that.
As a thought experiment, then, does anyone that looked at it feel that the Hittites are exceptionally burdened by the mountains if you assume horses next to the capitol?
Also, nbarclay, do you feel this is the sort of situation that makes the 3MC a burden instead of a boon? (On the assumption that there would be horses near the capitol.)
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Ision
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CarnalCanaan,
It is a quote from the novelist/philosopher 'Ayn Rand'.
Sincerely,
Ision
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:36
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quote: Originally posted by ducki
Also, nbarclay, do you feel this is the sort of situation that makes the 3MC a burden instead of a boon? (On the assumption that there would be horses near the capitol.) |
After generating a number of maps in the editor and seeing whether they had a starting position that would make the 3MC a liability, I doubt that the risk is as high as one game in fifty even with map types deliberately rigged to try to cause trouble. So while I still don't like the idea that there can be situations where the 3MC is a liability rather than an asset, I'm starting to think that the risk is probably not great enough to justify a rules change in the AU Mod. (Also note, by the way, that people who want to play the Hittites are probably a lot more likely to choose map conditions that are favorable for 3MCs than to deliberately choose map conditions that are likely to cause trouble for them.)
Still, situations that get nasty for 3MCs can happen, especially on huge maps (where terrain features tend to be wider than on standard-size maps). I'm attaching a scenario for a huge-map 16-civ game (3 billion / continents / 80% water / warm / wet / roaming barbs) that illustrates the point. I haven't changed the map at all; just defined who starts where. For those who want to just look at the scenario but not play it, the Hittites are near the upper left. Note the scenario it operates under standard rules rather than AU Mod rules; I didn't bother to load the AU Mod before I started looking at maps and stumbled across this map.
Examining the issue of when 3MCs might be a liability rather than an asset from a theoretical perspective (since I already wrote this analysis before I started looking at maps), there are four main issues involved.
1) When does the player want to attack? The earlier in the game a player wants to launch an attack, the greater the cost of diverting workers to build a road for purely military purposes. Thus, building a military road to get 3MCs through for what would normally be a relatively early "horseman rush" strategy is a much bigger deal than building the same road toward the end of the ancient era would be.
2) How far across is the adverse terrain? Roading through one or two mountain or jungles tiles is not nearly as big a deal as roading through a total of four or five or six.
3) What units does the player prefer to use? Some players prefer to use horseman-type units, some prefer swordsman-type units, some probably like a mixed force with different unit types playing different roles, and some probably don't care all that much. (Although I will note that one of the reasons for favoring horseman-type units - the ability to get to the enemy faster - is seriously undermined on rough terrain.)
4) What does the player have available? If iron is available, players have the option of using swordsmen instead of 3MCs even if that is not their first choice. But if iron is not available, the best thing the Hittites can use other than 3MCs is archers.
Put those elements together and the worst-case scenario for the 3MC is wanting to attack relatively early, having horses but not iron, and having a rather wide stretch of adverse terrain that would have to be roaded for 3MCs to reach an opponent. As I said, such situations are uncommon. But they are not impossible either, especially on huge maps.
Nathan
Attachment: hittite nightmare.zip
This has been downloaded 0 time(s).
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ducki
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quote: that's not even getting into the issue that one civ may be a much better target than another for other reasons |
I think getting into that would be a tough nut to crack. Terrain is as much a part of strategy as anything else, especially early game strategy.
We can't pick and choose which factors to weigh in a real game.
At any rate, I really think the situations where terrain kills or appreciably degrades the value of the 3MC are statistically small, particularly in light of your insight that people tweak the map settings to fit their civ quite often, or their playstyle. (How many of us played a lot of Ag civ games on Dry settings consistently?) I think if this was a big deal, we'd see more posts in more places complaining about how weak the Hittites are.
Anyway, I think nbarclay's post from 04-06-2004 06:14 said it best:
quote: Put those elements together and the worst-case scenario for the 3MC is wanting to attack relatively early, having horses but not iron, and having a rather wide stretch of adverse terrain that would have to be roaded for 3MCs to reach an opponent. As I said, such situations are uncommon. But they are not impossible either, especially on huge maps. |
I think situations like that should be possible, if only because at the extremes, I really like the idea of seeing another SVC from the demigods and beyond. No, AU isn't about creating SVCs, but it's not explicitly about preventing tough situations either. This particular UU as well as Egypt's - at map generator extremes - is simply more noticeable, but any fast-mover is hampered in the same situations, just not as much.
All things being equal, I think we should leave some things unequal.
Edit: Crossposted with Aeson, but...
quote: Generally though, those UU's are top teir, and the 3-Man Chariot is right with them. |
Wow. Seriously? Wow.
Last edited by ducki on 05-06-2004 at 07:59
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:36
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quote: Originally posted by Aeson
Generally though, those UU's are top teir, and the 3-Man Chariot is right with them. |
I'm highly skeptical about that. Horsemen are faster than archers, but in terms of actual attack ability, they are not particularly more potent than archers. Their ability to retreat helps reduce losses, but that is roughly offset by the fact that horsemen that are lost cost one and a half times the price of archers. So actual shield losses winning a given battle aren't necessarily particularly better for horsemen than for archers, much less for swordsmen. Worse, it takes at least as many horsemen as archers to attack a target successfully, and sometimes more because retreat eliminates the small chance of a come-from-behind victory. Since horsemen cost one and a half times as much as archers, that means it takes longer to build a large enough horseman force to start taking enemy cities.
Of course speed does provide advantages in that the enemy has less time to build additional units during the course of a war, and also in that reinforcements can normally reach the front lines a bit faster. But if horsemen or 3MCs take advantage of their speed inside enemy territory, they have to operate without catapult support. With how useful cats are in C3C, even at their higher cost in the AU Mod, that makes it hard for me to view 3MCs as sufficiently cost-efficient offensively to qualify as a "top tier" UU.
Granted, I've never actually used 3MCs. But I gave up using horsemen in favor of using swordsmen in most of my offensive operations long ago (at least when I have a choice). I'll gladly use war chariots or mounted warriors because they have a huge cost/benefit advantage over horsemen. But I don't see the 3MC as providing enough advantage over horsemen to make the UU particularly attractive to me.
Nathan
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