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Zurai
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quote: Originally posted by Sir Ralph
Not quite. Their Conquistadors are awesome pillagers, with two moves and all terrain as roads. |
So are explorers. Conquistadors won't be that much better against counterattacks to make it worth spending three times as much for them.
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GusSmed
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Los Angeles, CA
Nov 2001 time: 05:23
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quote: Originally posted by Arrian
3) Egyptian War Chariots. They're just so cheap! I especially like these guys on Emperor (highest level I play) because time is so short - you need to assemble your stikeforce very quickly. No gold needed for a chariot -> horseman upgrade, can be used for other things.
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I'm playing an Egyptian game right now just to re-verify how I feel about War Chariots. I'm into the late Middle Ages now, but wow, the War Chariots were great while they lasted. They're so cheap, I had a ton of them.
I could have sworn they vanished, though, once you had Horseback Riding and had started your Golden Age. It didn't happen. In PTW at least, they stick around as a buildable unit until Chivalry, which I was quite grateful for.
The flip side is you can't upgrade them to Horsemen if you need to get at a remnant city surrounded by jungle! They do still upgrade to Knights, though.
quote: Wow, the Siphai look awesome, despite the extra cost |
They're nice, but not as nice as people make them out to be. Their lifespan is precisely the same as Cavalry, not one moment longer. Good until Infantry shows up, and after that only good if you're willing and able to bombard the heck out of the Infantry first.
They do take slightly lower casualties against Riflemen than Cavalry, but I never felt at all worried tackling Riflemen with Cavalry.
quote: - The Mongol unit is mediocre unless the map generator provides the perfect terrain to maximize their special ability. |
The main thing about them is the slight reduction in cost. The "treat mountains as plains" thing is rarely useful.
quote: - The Carthaginians got jobbed. 30 shields for a Hoplite with +1 offense? |
My exact feeling. Or, to put it another way, a Legion just one tech earlier, with no Iron requirement and -1 Offense?
- Gus
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ducki
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I know you can do that, joncunn, but doesn't that undermine the whole point of grading the units based on how "strong" they are relatively?
If you don't intend to use it, then it's grade is somewhere between C and F - the exception, I think, being Defensive Strength, which is a deterrent to attack, which is where I think the Merc and Hoplite shine, particularly since you save all the money on upgrades at Feudalism when you want to upgrade to Knights instead.
Basically, if you don't intend to use the UU, then it's "grade" doesn't matter, IMO.
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GusSmed
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Los Angeles, CA
Nov 2001 time: 05:23
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quote: Originally posted by Calc II
Also creator of this thread devalues the concept of "does not require resource" too much. Try playing a game where you actually didn't have those resource. Ouch. |
In the last dozen Emperor games I've played, getting Horses or Iron has been a serious issue in the Ancient era. Before I start my first war, the AI covers significantly more area than I do, so there's luck in getting either one.
However, again in a dozen games, not once have I been short either Iron or Horses when Chivalry reared its head, because by that time I've taken substantial bites out of two or more civs.
Heck, in my last Scandanavian game (a Continents map), I took my entire starting continent with Horsemen. Neither the Germans or the English survived to tell the world what a bad, bad person I was.
Not requiring a resource is primarily useful if your playing style is a peaceful builder. Of course, playing at Emperor or above, being a peaceful builder is an invitation to being a retarded backwater, and eventually some other Civ's newly conquered province.
quote: Finally even though Jaguar warriors got an A, I still wanna rant about how thread creator made it sound it just bearly got an A. It's a unit that gives half the function of expansionistic trait to a non expansionistic civ!!!! |
Jaguar Warriors are pretty nice, but they have four severe drawbacks: high attrition, high upkeep cost, an early Golden Age, and a relatively short lifespan.
Unlike Horsemen, you can expect to lose several Jaguar Warriors taking each city. 30% casualties is pretty normal against Spearmen, simply because 1:2 is poor odds even against a defender that's down to 1 HP. You end up spending a lot more shields replacing casualties.
In the early Ancient era, you typically have 4 cities, 8 units serving as police / defense, and couple of Workers. You leaves you with 6 free units. 6 units is enough for a Horseman attack force, but not a Jaguar Warrior one. You really need at least 10 Jaguar Warriors and a couple of spearmen to start a war, which means you're paying 6+ gold per turn upkeep, which is serious money that early in the game.
An early Golden Age is often a huge waste, due to the 2 shield limit of Despotism.
Finally, the window for Jags pretty much ends when the other civs start using Horsemen against you. It's like trying to fight Knights with Horsemen. The other civs do get Horseback riding pretty early at Emperor and above, usually by 1000 BC on most maps.
That said, Jaguar Warriors make for a good, strong start. And yes, you do get some of the advantages of Expansionist, but calling it a "3rd civ trait" is an exaggeration.
- Gus
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