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Sínclair
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What's your favourite ground unit in:
1) Àncient age
2) Renessance
3) Industrial age
4) Modern age
You can also tell about your favourite combinations of units and so on.
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Sieve Too
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New Hampshire, USA
Jan 1970 time: 05:12
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1) Knights
2) Dragoons
3) Cavalry
4) Howitzer
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Ri-jon Boom!
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Ri-jonia, Jupiter
Aug 1999 time: 05:12
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You use chariots!?!?
I thought engineers were industrial age.
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My Wife Hates CIV
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Michigan
Jan 1970 time: 05:12
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I know not many posts yet but so far Steve Clark is the only one here who probably knows how to battle.
Marines are *the* units to battle with. A battle ship (or whatever you have), a transport full of vet marines = coastal city snot beating invasion group. Pound on a city with sea units. Attack with marines from transport. Move transport into city with remaining marines, that still have movement left and attack more. You can wipe out the AI in no time like this. Damaged marines that have won a battle are safe on the transport from return attack from AI ground units. Works for me.
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Sieve Too
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New Hampshire, USA
Jan 1970 time: 05:12
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Never been a big fan of Marines. They take a long time to get and you have to study a dead-end advance for them. By the time they are available, the AI has city walls everywhere and is defending with vet Riflemen and/or Alpine Troops. And unlike ships, Marines don't ignore walls and have just 20 hps instead of 30.
60 shields also buys Cavalry, which can land and then attack, effectively doing the same thing as Marines. Cavalry arrives earlier and if you have Leo, you're likely to get a bunch of them. After landing in a city, Cavalry have twice the movement of Marines and can quickly grab those outlying fortresses. Double movement also means they can sometimes attack twice - very handy. Bring along some Alpines to get the high ground that doesn't have roads. Once the battle moves inland, Cavalry and Alpines are more versatile than Marines.
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Sergeant Sheets
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of every inner Fantasy you have.
Jan 1970 time: 05:12
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Marines are nice once and a while- to establish yourself [if your willing to spend 6 marines]. However, Howisters are the only way to go for decisive result. Everything else is just complimentary.
Too bad, too. Tanks should be the princible unit in the game, but aren't.
Ancient= Warriors [for exploration and attitude adjustment]
Favorate combo- Elephant and Archers.
Renisance- Knights
Fav Combo- Crusaders and Knights [fast and furious]
Industrial- Transport
Fav Combo- Transports loaded with Calvary and Riflemen.
Modern [standard rules]- Mech. Inf.
Fav Combo- Howisters and Mech. Inf.
Modern [altered rules]- Tanks
Fav Combo- Tanks and Mech. Inf., supportted by a few Howisters to blow out the worst defenders.
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Monkey
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Melbourne, Victoria, Australia
Apr 1999 time: 05:12
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Ah what the heck i'll put my limited knowledge of civ2 and its units for all to see.
Ancient> ummm being a bit of a "builder" pikeman for defense definitely
Renaissance> Dragoons
industrial> Cavalry and fighters
Modern> spy and armor
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jpk
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Minneapolis
Feb 1999 time: 05:12
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Using Steve Clark's list
Ancient: Trieme (needed for goodie hut searches and caravan delivery)
Renaissance: Caravel (see above)
Industrial: Cavalry (it's time to fight)
Modern: Spy (it's time to subvert)
Your list includes spies but not diplomats. Also, the list does not include Galleons or Transports. While they have no offensive capability, they are absolutely, positively, indespenible on a multicontinent world.
This is the editing addition: The original message asked about favorite ground units. They really don't interest me. Whatever is available is what I build. Since I usually have a science advantage, whatever I am building is at least as good as what the AI has. Saying this, I must admit to a fondness for howitzers.
[This message has been edited by jpk (edited November 02, 1999).]
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Steve Clark
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Colorado Springs, CO
Oct 1999 time: 22:12
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Have to admit that I had never used howitzers or stealth units, usually I had conquered the world before I get those advances.
I have to agree with Sieve (sorry MWHC) on Marines, they are good for getting into a coastal city but getting into the interior, not so good. I remember capturing a large coastal city with 8 marines on a transport, used a couple for defending, then disbanding the remaining to build alpines.
jpk's comments are good, most units have some value militarily. I think I forgot to include Dips, I just had never used them to conquer, they cannot incite revolts. By the way, I interpreted Sinclair's original post as 'favorite ground units to attack with'.
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jpk
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Minneapolis
Feb 1999 time: 05:12
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Dave V, it takes a while for it to kick in. First you really need Magellan so that your ships can go a decent distance each turn. To get the maximum benefit you want to trade with the distant civilizations. It helps if you have ships all along the route to that you can do ship chaining or at least mid ocean transfers of caravans. Magnetism should be a research priority.
I tend to build a lot of early wonders so my caravans may start later than other players. Since I play on 10,000 square maps it may take even longer than for others. I'm going from memory but I would guess that it kicks in around 500 AD to 1000 AD. Once I get radio it goes into overdrive. While I haven't tried it, after I have radio, I suspect that I could set my science to 10% and still get an advance almost every turn. (You need some science so that the trade bonus kicks into an actual advance) With a 30% luxury rate I could have a 60% tax rate and use the tax money to buy lots of airports real fast. Perhaps I will try this in my next game.
If you play on a one continent world, ICS is probably a far better strategy for a quick victory. A trade strategy may be better if you would rather not push around big armies. My plan is to get a sizable technological lead and then attack with a small army of superior units and diplomats or spies.
A trade base strategy is probably ideal for a space ship game. This is more the kind of game I play. Usually I retire before building the space ship.
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geofelt
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Neptune Beach,Florida,USA
Jan 1970 time: 00:12
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I vote with Ming. early on, diplomats can buy cities cheap, force peace, and establish embassies. They can defend against barbs by bribery.
In the second age, I rarely build the units.
Later, I still like spies, esp. vet spies. By now, I have acquired a large civ through bribery.
At the end, I still like spies, but howitzers on railroads can finish off a civ quickly.
How do I get the gold?, not particularly through trade. If you have michelangelos, JSB and adam smiths, combined with a temple and marketplace in each city, then fundamentalism produces HUGE amounts of gold. Try it--it's fun.
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1:
Archers (charriots in civ1)
2:
Knights
3:
Subs!
4:
Howys
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Alien Infiltrate
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Ancient:
Archer
Renaissance:
Dragoons
Industrial:
Riflemen
Modern:
Spy
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Sieve Too
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New Hampshire, USA
Jan 1970 time: 05:12
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Subs = slow and underpowered cruise missiles that can only attack sea units. Once they attack, a cheap Destroyer will come along and kill them. The only thing Subs are good for is to soften up AI Battleships by sacrificing themselves so that my Battleship can finish off the AI. After Bombers and Cruise Missiles, they are good for nothing.
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Sergeant Sheets
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of every inner Fantasy you have.
Jan 1970 time: 05:12
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25 k in the kitty? Not hard, but I find it boring to get that far ahead of the AI. I like it nice and easy, and then I go conquer with Knights in like 1200 AD.
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