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player1
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Belgrade, YU
Sep 2001 time: 06:16
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First, on open, IT IS THE BEST.
On enemy territory when attcking cities, you should attack in waves of several M. W.
So he can't kill all of them.
Also some spearmen can always help.
Heling is no probem, you move 2 points, and you can get to border in one or two turns.
And mobility means quick mobilisation:
-If you have roads, your M.W. move 6 points, so you can transport M.W. from distant cities in no time.
It is especialy imprtant for HUGE maps.
In most cases more then 50% of defeated M.W. will survive.
That is huge cost-efficency bonus.
While enemy lost all defeated Swordsmen, more them of 50% of yours Survived.
While playing Iroq. I almost NEVER use Swordsmen.
Still Zulus Impi are best way against them (they move 2 points also, so no retrieting).
Only other Cavalry units & Impi are good defense against these guys.
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ElitePersian
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Vancouver, BC
Nov 2000 time: 05:16
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well healing CAN take pretty long, the city could be surrounded by mountains or forests and it'll take a couple turns to get out and a few turns to heal. While the mounted warrior is standing in the SAME SPOT and healing, he could get attacked by a 1 movement unit like an immortal
In my regent game, i was wiping out the iroquois with immortals. why? cause everytime they used their 3 attack on me, my defense would come through, he'd run away, and stand in the same spot to heal, and id attack him while he's healing - since he cant run while healing. If he did try to run away instead of healing, then he'd be no threat, since he'd be far away.
But then again, which UU is the best also depends on your playing style as well, so maybe the mounted warrior is the best for your playing style...but overall i think the immortal is the best.
The main reason why i say the immortals are the best UU is cause even knights, which come one whole era after them, dont have a higher attack rating, and require wayyy more shields, which proportionately, is simply not worth the extra shields it takes to build them. So immortals will last you a VERY VERY long time...basically, you gotta wait till cavalry becomes available before you stop using immortals as your main attacking unit.
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player1
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Belgrade, YU
Sep 2001 time: 06:16
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I don't see how on open could Immortal beat M. W.
Still, when attacking cities you'll need lot of them (attacking in waves).
So when one is injured, next comes, etc..
Similar to Aztec startegies.
M.W. are also a good counter-attack unit, when defending (attack, heal in barracks, etc)
Defeated Immortal will not heal, it will die!
I always though that Immortals are awesome, but they are pretty vunerable on open (especially agains M. W.)
On maps with lost of forsets & hills, Imoortals are better.
Depending on terrenian these two UU are probably two best (offensive) UU in ancient age.
M.W. speed give also "a mobilisation advantage".
I mean, your units come, much quicklier on front, because of quicker movment (especialy important for huge empires).
P.S.
AI isn't good tactican.
(at least not to good)
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ElitePersian
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Vancouver, BC
Nov 2000 time: 05:16
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well the reason that my immortals wiped out the MW was because i was on a forest or something usually, and immortals have good defense naturally. And every time the MW would retreat, the computer would move him away for some reason - im guessing cause he was healing or something, so i just attacked it in its red zone wiping them all out one by one.
But you're right, which unit is better depends on play style, and on the map.
but these two are definately the best for their time.
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rugbyprop3
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Milwaukee, WI, USA
Nov 2001 time: 23:16
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With unique units you can upgrade them into then next step on the evolutionary chain, but earlier units can not be upgraded into elite units.
The one civ where this comes into play is the french. Pikeman CAN NOT be upgraded into Musketeers. On the otherhand Musketeers CAN be upgraded into rifleman.
Hope this clears up any confusion.
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carpo
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Sydney, Australia
Nov 2001 time: 15:16
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quote: Originally posted by nato
What I really want to talk about is the forced golden age....
I guess the question is - how valuable is a well timed GA? ...
I think you are taking a pretty big loss to have that early GA. You've GOT to make that early attack count big to make it worth it. |
Im in the middle of the tournament game, and hit my Golden Age when i only had 3 cities, very early in the game. I was annoyed at first, but thought "what the hell" and started to build a large army of bowman. The main city quickly reached 6 pop, and i was getting 12 shields a turn. I was pumping out bowman from it, and a few more from my other cities, along with only a couple of settlers. By the time the GA had ended (or a few turns after ... i had to wind down my war effort.. hehe), i had taken 3 Aztec cities, 4 persian cities, and made peace with both only having 1 city left each. I made a few gold a turn in exchange for peace (worth alot in those days ) , and then sat back.
Its now 1310 AD. Persians eliminated. China eliminated. Aztecs decimated, very nearly useless, except for the gold they give me for resources . Ive invaded greece and taken 6 cities. Invaded Zululand and taken 4 cities. Wining on points, way ahead in culture, own crap loads of resources. All-in-all i was very happy with the early GA strat that was forced on me. It really gave me a headstart, and completely hobbled 2 of my closest nieghbours.
So, i think, if you take advantage of it, an early GA can give you a big lead.
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Grim Legacy
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War Machine, Barbaric King, Relentless, Remorseless, Guiltless and Unclean!
Aug 2001 time: 06:16
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msg deleted
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jack_frost
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Uhh... I don't know how people are arguing against 2+ move units being utterly and completely dominant.
It isn't useful for attacking deep in enemy territory. Its -required- for a) a good first turn attack that should net you at least 3-4 towns. b) very rarely losing units. c) guarenteing his fast units die.
The only thing 1 move units should be used for is as cheap **** to stick in the city to stop it from defecting until you get infantry (since they are just dominant).
Do musketeers really cancel out knights? heh, hell no. The movement rate of knights with smart play guarentees all your knights end up as cavalry. And hey in reality.. your horsemen (who still rape pikes for the same reason) will all eventually end up being knights. Funny how that works.
Using units that might actually die when attacking is risking shields.
I even find cavalry to still be very useful once tanks are running around because of the three move. Hey, sometimes you need to move 2 squares through his terrain to attack. I don't want to leave tanks out in the open undefended. Cavalry run in, take the city that turn, my border expands, I use his railroads to move tanks in to the next city.
----
My favorite golden age is the english, since it happens right at the start of the industrial age when -two- things are happening.
A) I'm building factories everywhere, and the initial boost against my opponents is increased further (plus the factories finish faster).
B) I'm usually putting up my forbidden palace after taking a lot of land during chivalry (the most effective time for offense). So the build time is reduced (in case I didn't get a leader), and the corruption in all those conquered cities is balanced out a bit by the increased production, or rushing is easier due to increased commerce. How ever you cut it, its gotta be the best GA time.
Its a shame the unit itself is so worthless.. end up having to build them to trigger the GA..and sometimes I need to declare war with someone who I don't want war with just to kill a frigging naval unit.
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Isle
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Copenhagen,-,Denmark
Jan 1970 time: 05:16
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On the babylonian bowmen. They are really nice defence units to start with costing the same as spearmen. However they are considered special archer, and can therefore not be upgraded to pikemen.. I think 3/1/1 would have made more sense.
In my latest emperor game I was babylonian, and used waves of bowmen to wander over the persian territory. By the late war they had iron, but by then I had horses so I leed my horsemen feast upon the (not so immortal)s.. Keep remembering retreat=defeat, the power of fast units is persistency. I you loose you loose, but if you attack with enough horsemen you'll win and they will ALL survive... (think of weak fast units like they were piranha)
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PhillipII
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Sydney, Australia
Nov 2001 time: 15:16
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just throwing my two cent in about the Immortals.
i beleive them to be a truly excellent unit and i will explain why.
A UU is basically a temporary military advantage right?
To make the most of you need to go out and accomplish something with them or else you will have wasted your temporary advantage.
A defensive UU might not acheive anything if no one attacks you during its effective lifespan. (the exception being the Hoplite which saves you from spending cash/production time to upgrade)
Therefore the UU whose attack value is significantly higher than the enemies he is likely to encounter is the best.
i dont think the retreat from combat ability is that great because it wastes time.I would rather kill the enemy unit right now and barely survive than wait for next turn and get him with ease.
I dont go to war for no reason and will sue for peace the instant my advance begins to slow or too many units need to be replaced due to casualties. The longer you are at war the more your social/scientific/cultural advancement is undermined by the war effort.
Thus the best units are those who are going to chew through defenders quickly while taking minimal casualties.
Immortals are therefore the best. hell if they are Elite they will even be able to take out Hoplites most of the time.
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jack_frost
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a) i agree. being able to attack quickly is just as important.
b) "being able to run away wastes time"?
huh?
if you lose a combat, press w. Attack again with horse/knight/cav/tank till you win. Cycle back to damaged unit. Move damaged unit into city. Press F.
Wait three turns for damaged units to heal while moving 1 move units in to hold the city.
Attack next city.
But hell, I don't like building more then around 35 or so units. So I don't like throwing them away (i have been building more recently - you need to otherwise defection becomes more then annoying). And I can still remove pretty much any enemy civ with ease.
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ElitePersian
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Vancouver, BC
Nov 2000 time: 05:16
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quote: Originally posted by PhillipII
just throwing my two cent in about the Immortals.
i beleive them to be a truly excellent unit and i will explain why.
A UU is basically a temporary military advantage right?
To make the most of you need to go out and accomplish something with them or else you will have wasted your temporary advantage.
A defensive UU might not acheive anything if no one attacks you during its effective lifespan. (the exception being the Hoplite which saves you from spending cash/production time to upgrade)
Therefore the UU whose attack value is significantly higher than the enemies he is likely to encounter is the best.
i dont think the retreat from combat ability is that great because it wastes time.I would rather kill the enemy unit right now and barely survive than wait for next turn and get him with ease.
I dont go to war for no reason and will sue for peace the instant my advance begins to slow or too many units need to be replaced due to casualties. The longer you are at war the more your social/scientific/cultural advancement is undermined by the war effort.
Thus the best units are those who are going to chew through defenders quickly while taking minimal casualties.
Immortals are therefore the best. hell if they are Elite they will even be able to take out Hoplites most of the time. |
I agree, and the Immortals last for a HELL OF A LONG TIME! (not to mention you get them almost right away) Like i mentioned previously, even when knights become available one whole era later, they still cant match up, cause you get 5 immortals for every 2 knights.
Nuff said.
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PhillipII
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Sydney, Australia
Nov 2001 time: 15:16
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maybe i should have explained that a bit.
By my logic, which i use to be somewhat anal about time/production efficiency, any ability you dont intend to use is a waste.
If ability X doesnt really help you then you are wasting time/production by getting units that have it. Whether oir not san ability is any good you are paying (shields in this case) to get them.
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jack_frost
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so your saying the additional shield cost for two movement is greater then the additional shield costs to replace units that just die if they lose combat?
Sorry dude, your logic although reasonably sound the application is flawed.
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