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alexman
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Hunt Valley, MD
Jan 1970 time: 00:19
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It has always bothered me that musketmen, while more technologically advanced than pikemen, are actually less cost effective defenders.
If you want numbers, two pikemen cost exaclty the same as one musketman. Two veteran cavalries attacking a fortified veteran musketman in grassland win 91% of the time. The same cavalries win only 78% of the time when attacking two fortified veteran pikemen. This doesn't seem right.
So what exactly is the relationship between unit stats and cost? A good fit to the basic units in the game, is this formula:
Cost = (MajorStrength-1) + 0.5*(MinorStrength-1) + Movement
MajorStrength is the maximum between attack and defense strengths. MinorStrength is the other one.
Here is a comparison of basic unit costs to what the above formula predicts:
code:
Unit cost formula overpriced (%)
-------------------------------------
Warrior 1 1 0.00
Archer 2 2 0.00
Spearman 2 2 0.00
Chariot 2 2 0.00
Swordsman 3 3.5 -14.28
Horseman 3 3 0.00
Pikeman 3 3 0.00
Longbowman 4 4 0.00
Knight 7 6 16.67
Musketman 6 4.5 33.33
Cavalry 8 9 -11.11
Rifleman 8 7.5 6.67
Infantry 9 12.5 -28.00
Tank 10 20.5 -51.22
Mech Inf 11 24.5 -55.10
Modern Armor 12 33.5 -64.18
From the above table, we can see that:
- The ancient age is very balanced. Swordsmen are a pretty good deal, but they don't upgrade so it's not a no-brainer.
- Musketmen are 33% overpriced. No surprise here, as stated in the example above.
- Knights are 10 shields too expensive. No wonder some players prefer to skip them and go directly for cavalry!
- Cavalry is 10 shields too cheap, but just like swordsmen, they don't upgrade.
- Industial and modern era units are in a different ballpark. Much more cost-effective, according to this formula, than older units.
In general, I have to say that Firaxis did a good job in balancing the units. But for the next patch, please, please, please let them do something about those musketmen!!
Last edited by alexman on 31-05-2002 at 21:24
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MiloMilo
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Most people agree, the jump in cost is too much from pikemen to musketmen. This is simply remedied, however, by reducing the cost in the editor. I have found that charging 50 shields instead of 60 is a mild but effective change.
This is something that should probably be made official, everyone seems to agree that it is a necessary change. But they have resisted putting simple unit alterations into a patch, and probably for good reason. People also generally agree that ships should move faster, but that hasn't changed either. These values are already published in manuals etc., and it's easier to simply let people mod their own games as they see fit. I just worry about multiplayer compatibility.
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Sean
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Auckland, New Zealand.
Jan 2001 time: 05:19
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I don't bother with chariots. The attack is too little, and most exploring is pretty much done with original scouts or warriors.
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alexman
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Hunt Valley, MD
Jan 1970 time: 00:19
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I see chariots are leading the vote! That's quite surprising to me. As Arrian said, you don't build chariots to actually use them, you build them to upgrade them to horsemen.
In Civ3, shields are much more difficult to get than gold. When I'm in Democracy I find myself buying improvements in corrupt cities all the time. You can't do that in Despotism, but building cheap units like the chariot and then upgrading them is effectively the same thing.
Actually, it's even better. Rushing costs 4 gold per shield (8 if rushing from scratch). Upgrading a unit costs 2 per shield (or one if you have Leo's).
If you accept the fact that shields are more valuable than gold, then the these strats are a logical consequence:
- Always build up your army just before discovering the upgrading technology, or just before connecting the required resource. You might even go so far as to diconnect iron, build many horsemen (or even better, chariots, if you have managed to avoid horseback riding), re-connect the iron, and mass-upgrade them!
- Never build wealth, unless you have absolutely nothing else to build. Actually, before economics you save gold from building and disbanding units (4-to-1) than building wealth (8-to-1) in one city and rushing improvements in another, but that's another story.
- Always maximize production over commerce (for the same food) in your cities, by carefully selecting the worked tiles. Don't trust those default city governors! This is worth doing in the beginning of the game. It becomes tedious fast though.
[BTW, I wish Firaxis would fix those governors. When I set "max production", why does that grassland tile get worked when there is a mined hill available!! ]
Last edited by alexman on 31-05-2002 at 18:39
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Sir Ralph
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Long live teh Schwampel!
Dec 2001 time: 06:19
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I'm into ultra-early warfare now and find Archers very useful. Even if I already have Iron Working, I still use them, because they're cheap and they are perfect to finish off a wounded spearman.
I use all land units in your list, less or more, and find none of them useless. I use musketmen less, I find them too expensive, but not bad. Also, I seldom build longbowmen, because Musketman/Longbowmen come in a time, when I'm either out for prey with Knights, or avoid to fight and build wonders. But I can see circumstances, where they are useful.
I never use Paratroopers and Marines, but they are missing in your list.
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alexman
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Hunt Valley, MD
Jan 1970 time: 00:19
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quote: Originally posted by dunk999
How did you come up with your formula? Seeing as how just about every modern unit is underpirced by your calculation, it doesn't seem too good.
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This formula was meant to determine the smoothness of the units' cost. I'm not saying that it should be used by the game, but it does fit most units well so you get a good comparison of cost-effectiveness between units of the same era: You can easily see units that are too cheap or too expensive for their stats.
By the way, it also works for other units:
code:
Unit cost formula overpriced (%)
----------------------------------------------
Paratrooper 10 10.5 -4.76
Marine 10 10.5 -4.76
Scout 1 0.5 100.00
Galley 3 3 0.00
Caravel 4 4 0.00
Frigate 6 5.5 9.09
Galleon 6 5 20.00
Ironclad 8 8.5 -5.88
Transport 10 8 25.00
Carrier 18 11 63.64
Submarine 10 11.5 -13.04
Destroyer 12 19.5 -38.46
Battleship 20 27.5 -27.27
AEGIS Cruiser 16 20.5 -21.95
Nuclear Sub 14 12.5 12.00
A couple more points of interest:
- Destroyers are more cost-effective than battleships. Maybe I'll start building some!
- Marines and Paratroopers are actually quite good, especially compared to riflemen (even not taking account their special ability), but since infantry is so much more cost-effective, that's why people don't build them.
Last edited by alexman on 31-05-2002 at 21:28
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King of Rasslin
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Archers and Longbowmen aren't very popular here. Maybe you should go back and look at the unit. Notice that it doesn't require any resources! You can't appreciate some units until you can't make the other ones. Really, the fact that you don't need resources to make a 2/1/1 or a 4/1/1 is awesome. I hate the stupid chariot so much. Who is going to use horses to make a 1/1/2? Not only is it a bad unit, it requires horses! That makes it way, way too expensive. It can't even go on rugged terrain.
Finally, I don't believe in upgrading chariots. I make spearmen early on, and make horsemen when they become available. The only upgrading I do is from riflemen to infantry and knights to cavalry.
I am still shocked to see Longbowmen regarded so poorly. They are so powerful. When PTW comes out and you face someone smart enough to cut off your resources, you will begin to appreciate Longbowmen more.
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DrFell
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quote: Originally posted by Jawa Jocky
Chariots
I don't actually have a big problem with it, but I have never been able to use them sucessfully. All you get is the extra movement point, but you lose mobility. Vel has a good strategy for fast attacking with them if you build a road network (need Industrious), but I haven't been able to impliment it successfully myself.
Personally, I'd rather get a few cities down and by that time you just build archers, swordsmen, or horsemen instead. |
Chariots rule... but not for actually fighting. They're great if you build tons and upgrade to horsemen->knights->cavalry. It's great having like 20-30 chariots (depending on the map size) instantly upgraded to knights. It truly is death to the AI after that, because they can generally not handle such numbers. You should try it.
Personally, I find longbowmen as the most useless unit, along with musketeers. Neither I build any of, and muskets are too expensive while longbowmen are obsolete by the time they are available (too weak defence, slow, and no retreat coupled with mediocre attack) and not along any upgrade path.
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ShredZ
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I voted Longbowman, I think in the last 6 months of playing Ive had 3 from upgraded Archers..
On the topic of Musketmen vs. Pikemen: Isnt there something that, even tho it may be a better deal price-wise to get Pikemen, since they will be facing units of the next age it puts them at some sort of mathematical disadvantage ??? And Musketmen dont get that disadvantage b/c they are within the same age as Knights and so on...
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Unregistered
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Humm. I don't ever build chariots. I may have to rethink that though, I'd never really considered the 'cheapness' of the upgrade angle to cavalry. The first horse unit I usually build is horseman.
I don't build archers much either, but I do when I find myself in an early war. (I tend to avoid early warfare for the most part)
Musketmen do seem to be a bit on the expensive side, but I find that 'fits' pretty well historically. They were more expensive to train and outfit compared to the other ground-pounders of the day, causing them to be just a part of the mix on the battlefield for a long time.
Cheers,
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DrFell
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quote: Originally posted by Unregistered
Humm. I don't ever build chariots. I may have to rethink that though, I'd never really considered the 'cheapness' of the upgrade angle to cavalry. The first horse unit I usually build is horseman. |
Chariots upgrade to horsemen for only 20 gold - even better if you have mounted warriors.
quote: Musketmen do seem to be a bit on the expensive side, but I find that 'fits' pretty well historically. They were more expensive to train and outfit compared to the other ground-pounders of the day, causing them to be just a part of the mix on the battlefield for a long time. |
True but as they're only really good as defensive units, and as pikes are cheaper they generally aren't worth building. If they cost say, 50 shields, they'd be much better
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:19
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quote: Originally posted by alexman
code:
Unit cost formula overpriced (%)
----------------------------------------------
Paratrooper 10 10.5 -4.76
Marine 10 10.5 -4.76
Scout 1 0.5 100.00
Galley 3 3 0.00
Caravel 4 4 0.00
Frigate 6 5.5 9.09
Galleon 6 5 20.00
Ironclad 8 8.5 -5.88
Transport 10 8 25.00
Carrier 18 11 63.64
Submarine 10 11.5 -13.04
Destroyer 12 19.5 -38.46
Battleship 20 27.5 -27.27
AEGIS Cruiser 16 20.5 -21.95
Nuclear Sub 14 12.5 12.00
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A great poll, alexman, and also a nice formula to work from. However, for the transports and the like, you should take their ability to transport stuff into account, wich makes it even smoother.
For instance, working from
Cost = (MajorStrength-1) + 0.5*(MinorStrength-1) + 0.5*(TransportCapability-2) + Movement
(with the TransportCapability factor capped, so it can't go negative)
you get
code:
Unit cost formula overpriced (%)
----------------------------------------------
Galley 3 3 0.00
Caravel 4 5 -20.00
Galleon 6 7 -14.29
Transport 10 11 -9.09
Carrier 18 12 50.00
Submarine 10 11.5 -13.04
Nuclear Sub 14 12.5 12.00
Helicopter 8 7 14.29
With this formula, you see that carriers and nuclear subs might be a bit overpriced, but they can carry highly powerful units. (submarine added just for comparison to nuclear sub).
Does anybody ever build helicopters? I can see it could have some use, in very specific cases, but I'd rather drop a paratrooper than use a helicopter to fly in some reinforcements.
BTW, In the manual it is indicated that the nuclear sub and the carrier both have a cost of 16. That should make for a 33% overpriced carrier, 28% nuclear sub. Although this was quite balanced, they decided to change it somewhere (before release?) So, I don't see any problem why they couldn't change the cost of the musketman to 50, the manual isn't correct at this moment, there shoudn't be a problem adjusting another stat.
DeepO
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King of Rasslin
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Cheap? As in 20 gold per chariot to upgrade? No thanks, man. That's useful money in the ancient era. I think the upgrade from horseman to knight (80 gold, I think) is a better deal because knights own the middle ages. Horsemen have a harder time killing spearmen than knights have killing pikemen. And only a really, really lucky person is able to get horses before researching horseback riding.
Besides, that early on, I get out spearmen to fight off the barbs. I make horsemen after my empire is set in stone and defended. I don't make early chariots because early spearmen are better. Also, try attacking and pillaging the AI with spearmen. It just isn't designed to fight off that kind of attack.
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Jethro83
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Newcastle, Australia
Mar 2002 time: 15:19
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I definitely find chariots to be the worst land unit. The next unit up is only one tech away, and since I am an early warmonger, I go straight to Horseback riding, so as to be able to build my horsemen. I have never actually found any use for them at all. And building them for the purpose of upgrading to knights didn't work either, since I rarely have enough cash floating around for that kind of thing.
Even if I'm Egypt and use War Chariots, they are still somewhat useless. Sure, horsemen cost more shields, but at least they can cross unroaded jungle and mountains. I also like to avoid the early golden age.
I also agree that musketmen are too pricey for what they are worth. Either increase their defence or decrease their shield cost. I know I'll mod that soon.
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DrFell
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Can't believe some people don't like chariots. I ought to post some saves of me using them to great effect (via upgrading of course).
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King of Rasslin
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Do you make the Great Library? That is the only way I would lower science so low. 800 gold is a lot, especially in the ancient era. If the attack fails, you are going to have a hard time catching up in the tech tree. You are placing all of your faith in making an AI submit and give up all of his techs. I wouldn't bet on that.
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