A comprehensive UU guide (the updated thread)

I believe this is wrong: Drill I gives 1 Extra First Strike Chance, and Drill II gives 1 Extra First Strike and -20% Collateral Damage.

So an out-of-the-box Oromo has the following characteristics:
- Immune to First Strikes
- 2-3 First Strikes
- -20% Collateral Damage

I see. The description on the BTS info page is not clear at all. I didn't know it's an immunity to first strikes. I'll change it. Thanks!
 
i never noticed until i was handed Boudica as a random leader the other day that the Gallic Warrior, altho it's a swordsman replacement, can be built with either copper or iron. that's really rather nifty but not noted in the guide. i later checked and it's true in Warlords as well. it might have been patched in, since it's not listed that way on the Warlords info page. thanks for the guide :)
 
Added the entry on East Indiaman. And I never noticed that the Ottoman entry was out of the alphabetical order. Corrected that.

i never noticed until i was handed Boudica as a random leader the other day that the Gallic Warrior, altho it's a swordsman replacement, can be built with either copper or iron. that's really rather nifty but not noted in the guide. i later checked and it's true in Warlords as well. it might have been patched in, since it's not listed that way on the Warlords info page. thanks for the guide :)

No problem :) That reminds me. I should add something about Gallic Warriors being more deadly in Boudica's hands.

Oh, and I just had a look at the entry again. It does mention the copper thing:

And now that you can build Gallic Warriors with copper in the latest versions of Warlords, this UU can make an extra early appearance for city-busting.

I'll try to elaborate on that to make it clearer.
 
I'll try to elaborate on that to make it clearer.

oops *giggle* granted, i am a permanoob, but clearer might not hurt since i was actually looking for it and didn't find it :blush:
 
I see. The description on the BTS info page is not clear at all. I didn't know it's an immunity to first strikes. I'll change it. Thanks!

Have you actually played with the oromo? They can't get drill 3 and 4.

Straight out of a city, the upgrades that are available to them are: strength, cover, pinch, formation, guerilla, woodsman, and city garrison. Drill 3 and 4 aren't on the list (I'm playing with the ethiopian leader, whatever his name is ).

Everybody on these forums seems to be going OMG drill 4 muskets... however that isn't the case. I dunno if this got changed with one of the patches... I'm using 3.03 and solvers patch, and this is the first time I've tried Ethiopia.

Anyways... great guide... just trying to help you make it better.:goodjob:
 
Everybody on these forums seems to be going OMG drill 4 muskets... however that isn't the case. I dunno if this got changed with one of the patches... I'm using 3.03 and solvers patch, and this is the first time I've tried Ethiopia.

i'm playing ethopia, patch 3.02 and solver's unofficial patch and mine can go drill4. civilopedia doesn't mention needing a certain tech to get drill4, i have no idea why you can't get it, did patch 3.03 break that in addition to graphics?
 
All gunpowder units can? Wow. I thought only the Oromo could. That certainly changes things. I'll have to add bits here and there to reflect that.
 
Wow... my game must be broken!:lol: I guess it must be time for a re-install.

After I finish this game though... I've just been giving them strength 2 and 3, and they're pretty damn awesome like that.
 
Random events make fast workers more useful. Since tile improvements get destroyed so often. It can be a real pain to have to send your worker force all the way across the continent. But fast workers make it less painful.


Quote from the Phalanx article

If you are the kind of player who says the glass is half empty, this change at most saves you from having to build a few spearmen and to research Hunting before you begin an axe rush.


This article should be corrected. Since the Greeks start with Hunting.
 
Quote From The Oromo Warrior Article.



They will perform normal muskets' defensive role extra well, and you need not be so hesitant about using them to attack even when faced with knights.







Maybe the Oromo warrior article should mention that Drill IV grants a 10% bonus against mounted units. Other wise the Oromo has no ability to stand up to knights who are immune to first strikes.
 
Almost all of them are in, a couple missing, no biggie.

Although one that I really need help taking advantage of is the Carrack. The East Indiaman just seems completely kick ass no matter how you put it, but so far I still haven't figured out how to use the Carrack yet. What are you supposed to do with it anyway?
 
Colonize before anyone else can. At that stage of the game your economy can handle extra expansion, but all the available land is surely grabbed up already, except for ocean-locked areas that nobody can get to... except you.

Wodan
 
Wow. It's been some time. I've been busy settling into university for the past few months. I'll try to get back to this soon. Failing that, there's the Easter break in a couple of months :p

In the meantime, if anyone still wants to contribute, feel free to post whatever changes might have occured with new BTS patches :)

And a Merry belated Christmas!
 
hmm ... no portogal UU?
 
The carrack rocks on terrra maps and other maps with islands because you can settle them long before anyone else does.

Carry extra spies and/or missionaries and move through enemy and/or non open borders terrain with troops.

When I played as Joao, I was pretty impressed with the carrying capacity of the carrack, but it was not a game changer. Too bad it's strength wasn't 4, then it would be significantly better.

Escorted settlers, pairs of Great Merchants for trade missions, spies, etc. They bring some added convenience, but somewhat require an optics beeline.

Joao is much better for his ability to REX rapidly.
 
Byzantium UU: Cataphract. Replaces normal Knights

PRO: *Strength of 12, as if they're as strong as Cuirassier.
*10 hammers cheaper than Cuirassier. (Normal speed)
*Evenly matched against pikeman, war elephants, or Janisarries.
(Except when they're heavily defended)

CON: *They're not immune to first strikes.
*Without horses or iron, you might as well go for peaceful victories.

This UU and UB works better with unrestricted leader
combinations of:
Charismatic and Imperialism or Financial.
Reasons: Imp means more great generals to support x-tra experience or recruit warlords, while cha requires less experience for specific promotions for building elite Cataphracts.

Could be used for instant world domination victory (small to standard size map settings) if you're going for Charismatic or Imperialism and Organized to help reduce city maintenance after seizing enemy territories.
 
This article should be corrected. Since the Greeks start with Hunting.

Corrected.

Maybe the Oromo warrior article should mention that Drill IV grants a 10% bonus against mounted units. Other wise the Oromo has no ability to stand up to knights who are immune to first strikes.

Added.

Also added BTS sections to the Musketeer and Janissary entries. I'll be working on an entry for the Carrack next.
 
I haven't gotten round to writing the Carrack entry yet, but I've added BTS sections to the Navy SEAL and Conquistador entries to sort of clean up the old entries a bit.
 
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