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CerberusIV
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I tried 2.2.2 impis. At 20 shields they are too cheap and allow the Zulus to rush everyone in sight. At 30 shields they take too long to build very early in the game. The Carthaginians can build a 30 shield spearman replacement because they are industrious and mine grassland for the extra shield output quickly but the Zulus can't.
A basic defensive unit is necessary but the impi isn't it. I am considering trying the impi as either a swordsman substitute or possibly a 2.2.2 30 shield horseman replacement that doesn't require horses and allowing the Zulus to build ordinary spearmen as well.
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panag
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MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Oct 2000 time: 07:29
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hi ,
, it would not unbalance a whole lot on larger maps , ......
the best would be 2 defense and 2 offense , only 1 as movement , same should be for any other combat unit , .....
why only one , simple they where foot soldiers , agreed they could cover something like 30 miles in one day , but still , ....
have a nice day
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CerberusIV
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I have now tried impis as 30 shield 2.2.2 horseman replacements so they come with HBR but don't require horses and allowing the Zulus to build ordinary spearmen.
It seems to work well and the Zulus still build plenty of impis and use them aggressively. However they now seem to start a little more quietly and only become aggressive once their empire gets to being militarily strong (which the higher attack of the revised impi helps).
I like this change as it makes the Zulus more of a challenge as an AI civ. If you play with cultural linked starts on (I don't any more) then it may also give them a better chance against the Persians who usually wipe them out in my games.
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Lord_Davinator
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Kathmandu
Nov 2000 time: 10:59
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the 2.2.2 idea seems to be rather appealling... with a 30 shield cost it should make the impi and effective yet not too cheap unit.
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Dominae
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The Impi only "suck" in the hands of the AI. As pointed out, there are very good uses for the Impi, uses which only human players can exploit.
This is true of other things as well. The AI does not use bombardment units very well. Are we to make those better so that when the AI uses them they actually do something significant? If so, how do you prevent the human player from exploiting the newly-improved Catapults, Cannons, etc.?
I agree: it sucks that the Zulu UU is not better-used by the AI. I'm a fan of the Impi! You just have to accept that the AI does not use the unit very well, and go and play MP where some human player will whoop your butt with them. Making all the units stronger just to help the AI is not the right solution.
Dominae
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CerberusIV
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I changed the Impi simply because a militaristic civ without a strong attacking unit seems odd to me and unreasonable.
I also think the game benefits from a 2.2.2 30s horseman unit (wasn't the Chinese Rider originally intended to be that? Maybe that is why the Impi came out as it did).
The best thing about Civ3/PTW is that you can make these changes if you wish and it can be fun just to try these things. What I would say about the change I have made to the Impi is that it makes it easier for the AI to use the unit better.
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