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johncmcleod
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Coeur d'Alene, ID, USA
Jan 2002 time: 21:20
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When firaxis made civ3, they made sure not to make two UUs with the same exact stats. And when they made each civ's UU, they must've made hoplites before impis. You see, they both replace the same unit, the spearman. They wanted to keep the UUs replacing it a defensive unit, which is what the spearman is, because the civ should have a defensive unit in the ancient age. So they made the hoplites, and to keep them defensive, they upped the d to 3. Then, when they had to make the impis, they must've had a dilemma. They couldn't make the defense to 3, for that would make it the same as the hoplite. And they couldn't make the attack to 2, for that would make its o and d the same, and it's supposed to be a defensive unit. So that left them with two things. Cost and movement. If a spearman cost a resource, they could've made the impi without the resource. But the spearman didn't cost a resource. And they couldn't just make the impi cheaper. But a uu shouldn't be just a cheaper version of a unit. So all they had left was movement. They just bumped up the movement. But that doesn't really make sense. The benefits of movement are for an attacking unit, which the impi isn't. Yeah, sometimes you need mobile defense units, but still most of the time the extra movement point will be useless. Does anyone have any suggestions on make the impi a better unit?
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Dan Severn
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Wellborn, Texas The Warrior Dennis Miller
May 2001 time: 23:20
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The Impi I left the same in defense and offense, but I gave them a hp bonus of 2- that way they stand a chance against more modern units, simply by being downright impossible to finish off.
I think the roman legions were also a bit unnaccurate. So I made them tougher, more expensive, have a hp bonus, and cost one population. that way, as the romans, if yo can create a sizeable force of legions, you're gonna do great, but they're very difficult to replace.
I also felt panzers and tanks were stupid- WWII era tanks (what I think tanks are also meant to represent) could move every bit as, if not faster than, cavalry. So I made all armour move 3, but panzers have a very high defense value, and a hp penalty of one. (The German tanks were better design, and difficult to knock out one-on-one but were difficult to maintain in the field.)
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Inverse Icarus
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flying too low to the ground
May 2001 time: 00:20
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quote: Originally posted by Theseus
Zachriel, you do the best screenshots.
That's very cruel, BTW... why keep Japan alive at that point? |
they might buy some techs later, but after a while they wont have money.
i honestly LOATHE being next to the zulu because they turn the impis into offensive units.
sure they have a 1 attack, but they can retreat, and have a 2 defense. early wars (archers / horsemen / swordsmen) have a problem fighting the impis, and their stacks usually stay pretty well defended, so you have to let them attack YOU, rather than attack them.
also, impis in a city are great because they make it so horsemen cant retreat. another reason i hate fighting them.
i think that one thing may make them EQUAL to hoplites. sure, a 3 defese is nice, but if the unit can retreat and come back 2 turns later, whats the point?
also, when i play AS the zulu, horsemen/impi stacks work great, and move swiftly.
the impi is a pretty damn UU. if anyone got screwed it's the english 
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Coracle
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quote: Originally posted by ThePlagueRat
Did anyone tell you that Firaxis has become really stupid?
Well, I do now... ( post-Alpha Centauri ) |
I'm glad you've finally seen the light about Firaxis.
When Firaxis gives War Elephants a 4.3 value, but Longbowmen a 4.1, they've proven they have no idea what they are doing. (Longbowmen should be 4.3; Elelphants 3.1).
As for the units, the problem is that the numerical values are so low, thus making any change a major one. When you have that situation you've handcuffed yourself as a designer in altering or adding units. Differences in later eras can be more flexible as adding an attack point will hardly matter. In the Ancient era adding a single attack point to archers increases their attack strength by 50%.
So the entire unit lst needs reevaluation, or at least editing and new mods.
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DrFell
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Impi are great units, and they'll be even better in MP. The Zulu traits also complement their UU very well. Imagine in an MP 1 on 1 game, you could use your scouts to go hunt out your enemy's location and resources, then follow it up with a 'veteran Impi flood' covering as many of their resources as you can manage. Chances are you will cut them off from either iron or horses, and hurt their expansion a great deal. After that you can start preparing a massive horseman rush, escorting the horsemen with Impi. Now you have a 2.2.2 stack of units with no weak spot, very resistant to counter attacks which will be common with human players.
Trust me, Impi are one of the best UU in the right situation, certainly more flexible than the hoplite.
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