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tniem
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Hope College
Apr 2000 time: 00:15
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It appears that they are going to eliminate phalanx defeating tank by simply making the math of it impossible. Smaller numbers for early units and larger numbers later make it even less mathematically possible for any damage to be inflicted upon modern units by early game units. Means upgrading is going to be even more essential throughout the game.
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Phutnote
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Yeah, the unit values are kinda different.
And it's a little odd that war chariots and babylonian archers are identical. Puzzling. I don't think the unique units are going to have a huge impact on the game. It's kinda too bad they aren't more distinctive.
attack value of 1 for a regular chariot's a real surprise. That's no better than a typical warrior. I guess they can hunt settlers/workers (0.0.1) or scouts (0.0.2) I remember not having much luck with units of strength 1 attacking units of strength 1. Basically forget it, the odds aren't with you if the enemy fortifies itself or is in any terrain other than open.
So far the values I've seen are:
settler/worker (0.0.1)
scouts (0.0.2) a default unit I think
chariots (1.1.2) egyptian (2.1.2)
archers (2.1.1) babylonian (2.1.2)
knights (4.3.2)
swordsmen (3.2.1)
french musketeers (3.4.1)
catapults (0(4).0.1)
I wonder what horsemen will be? 2.1.2 as well? That will make chariots and baby archers obsolete real fast (it's the tech right after the wheel chariot one).
Doesn't look like the Egyptians or bab's will have unique units around for long, and if they don't run into another civ real fast they aren't going to have a golden age.
Are there fractional values with these things? Perhaps having armies makes 1.1.2 chariots useful? Maybe that's why the unit strengths have been shifted.
Anyone know if firepower is still in, or if the ancient units have varying numbers of 'hit points'? No mention of it is made in the description of the units for the civ, so I'm guessing they're all the same for the same era.
Interested to see what values pop up in next weeks civ of the week.
Phutnote
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Grumbold
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London, UK
Mar 2000 time: 05:15
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I think you could be right. They are attempting to prevent 1 v 1 fights being practical at the start of the game so expansion is slowed even further because only armies can push outward and you will only have a very few of those. A novel way of stopping scouts exploring the biggest continent by 1000 B.C. Settlers may have to go a-settling with an armed guard rather than risking a few turns of being unprotected too.
Of course this is going to make barbarians a major pain in the butt if they prefer to pillage and force you to attack them. I still haven't figured out how a warband 'pillages' a road anyway. Since Roman roads survive in Britain today it looks like the Angles, Celts, Vikings, Danes, Saxons, Picts, Irish, Welsh, revolting peasants and other visitors must not have had the knack, whatever it is.
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Sn00py
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From New Zealand
Aug 2001 time: 13:15
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I disagree on the lower the points, the more chance a powerful unit will win, because 1. it would make better sense to raise the power of a more powerful unit, like a tank from 10 to 20, rather than make all the ancient units so low, because you can only go so far backwards. And 2. because I don't think that this probability system will be in place anymore, I think they will just simply programme it so that when a tank hits a phalanx, the phalanx WILL die, by command.
Also, I'm not worried that the points are so low, because none of us know the battle system yet, there is apparently something new and better.
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Ralf
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Sweden
Mar 2000 time: 06:15
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How strong a unit is is a question about correlation. As I said in that other chariot-thread; They most probably have adjusted the whole unit ADM-scale + defense-values for military city-improvements downwards in order to to avoid inflationary high numbers. Or at least partly for that reason.
The important thing is if the correlation between above factors is reasonably OK - and Im sure they are, at large. If not, you can always edit the Rules.txt files yourself.
I admit though, that building a standard 1-1-2 chariot (probably at least 50-100% more expensive than building a 1-1-1 warrior) - then only get a rather slim chance of beating 1 lousy warrior-unit - not to mention 2 in a row (or combined), IS somewhat hard-to-swallow. I wonder if I ever will produce any.
Last edited by Ralf on 18-08-2001 at 15:37
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Ralf
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Sweden
Mar 2000 time: 06:15
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quote: Originally posted by TechWins
Ralf, I agree that there shouldn't be too much inflation in the stats of certain units but there has to be more seperation in the range of stats between each age of units. Which option did you like more, 1 or 2? |
Well, I never had any BIG problems with the Civ-2 stats. But early city- & world-conquerings was in fact too easy in that game. So I generally like the move towards somewhat weaker unit attack-values, together with unchanged/ a tad stronger defence-values - but only so and so much.
The only way I can except 1-1-2 chariots is if the added speed-advantage somehow contributes to the overal attack-value as well, although it doesnt show up in above basic attack-value. Remember though that there are additional unit-stat factors, other then just attack/defence/move. If "speed over the battle-field" (not to be mixed up with "move" = marching speed), actually adds up to the overal attack-value, then perhaps those standard chariots isnt that weak, after all.
Before, debating any further, we should ask ourself how many unit-stat factors they have added, besides attack/defence/move. Compare with Civ-2, SMAC (and CTP-1/2 for that matter). What is likely? Any suggestions?
Last edited by Ralf on 18-08-2001 at 17:24
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