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XOR
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Venezuela
Aug 2002 time: 05:22
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According to gamespot:
There are 2 new units.
Medieval Infantry 4.2.1 requires Feudalism.
Guerilla 6.6.¿1? requires Replaceable parts.
I can predict that Guerilla will treat all tiles as roads and/or have hidden nationality, Ideally, they would be invisible instead of having hidden nationality, but that is not going to happen I suspect.
quote:
The Arabs are expansionist and religious, and their unique unit is the ansar warrior, a replacement for the knight with less defensive strength, lower cost, and faster movement.
The Carthaginians are commercial and industrious and have the numidian mercenary unit, which is a spearman replacement. It has better offense but is more expensive.
The Celts are militaristic and religious, and their unique unit, their faster gallic swordsman, replaces the regular swordsman.
Koreans are commercial and scientific, and their hwach'a is more powerful and less costly than the regular cannon it replaces.
The Mongols are expansionist and militaristic, and they replace the knight with the much cheaper but less defensive keshik.
The Ottoman tribe, meanwhile, is industrious and scientific and offers the sipahi unit, which replaces cavalry.
The Spanish are commercial and religious. The conquistador is their unique unit, and it adds to the Spanish arsenal rather than replacing any unit. Conquistadors are cheaper than cavalry and less powerful, and they treat all terrain as roads.
Finally, the Vikings are militaristic and expansionist. Their unique unit is the berserk, which replaces the longbowman. They are much stronger offensively and defensively than longbowmen, and they can also make amphibious attacks.
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So your 4.2.2 unit that is weaker than knights will probably be the Arab ansar warrior or the Mongol Keshik, which replace knights but are much cheaper.
The Medieval infantry (4.2.1) of feudalism would probably make it silly to have longbowmen (4.1.1) unless the longbowmen are cheaper. However, now that there is a 4.2.1 unit earlier than longbowmen a 5.2.1 sounds rather understandable, but I still think it's too much, 4.2.1 would be more adequate, that makes the power of a Medieval infantry with amphibious at the cost of a longbowman.
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vulture
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Leeds, UK
Jun 2001 time: 05:22
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quote: Originally posted by Arrian
The Mongol unit (4/2/2 all terrain as roads) has the potential to be the single most powerful UU in an age of powerful UU's (Rider, Samurai, Cossack). 2 moves w/all terrain as roads makes for a much more mobile unit than a 3-mover. You can take it 5 tiles into enemy territory and then attack something. Yeesh. |
According to the article, it's not the Mongols who get the 'all terrain as roads' unit. They just get the medievel version of the jaguar warrior - cheap and nasty. It's the Spanish conquistador (cavalry replacement) with the off-road ability. Weaker than cavalry, but with possibly 9 moves in enemy territory (unless they downgrade the movement to compensate). If it really is a 3 move unit, then anything with an attack strength above 4 is going to look pretty vicious, and be an absolute headache for the players to defend against. I mean, how do you defend knowing that a stack of 20 cavalry subsititutes can strike any city with 8 squares of your border with no warning? Most defenses rely on stacking troops primarily in towns that can be reached from the border without warning.
quote:
I think Firaxis may have created a group of "ubercivs" for PtW.
-Arrian |
That's the impression I get too, and it always seems to be a danger with sequels (in games, films or books). Lets hope its not too unbalanced (although having some AI civs that can be a serious threat to you in the medieval era would be a nice twist).
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Blue Moose
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Columbus, Ohio USA
May 1999 time: 00:22
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If they just gave forts civ II type zones of control.....
Or if they made it so that trying to bypass a zone of control automatically initiated combat with a 100% bonus to the ZOC unit.....that would work well (though you'd need to get a popup warning).
A method to block of your borders would be nice. In most cases it wouldn't be too much of a pain to put forts every other square or so....but if you have to build fort after fort every square to keep some stupid 3-move all terrain as roads unit away...ugh. It would make the french Manigot Line look like a poor man's defense.
On the other hand, maybe this all terrain as roads unit only has a movement of 1, so it basically has the same movement rate as Cavalry, but it can go faster on hills and the like. Now that wouldn't be unbalanced (I think ever given it a move of 2 would be scary though). Of course, it couldn't retreat if the move was only 1. Just a thought and hope.
-Moose
edited: spelling
Last edited by Blue Moose on 05-09-2002 at 01:27
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