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#101 | |
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Grand Philosopher
Join Date: Apr 2008
Location: Ohio
Posts: 4,442
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I would have guessed that by "remaining useful" he means to refer to the speed of the conquistador in enemy territory, which in an army, and with some solid defense at the end of a turn, can pillage massively.
Since the thread has gotten dredged up, I'll say that, as pointed out by Ision, the article works limited in scope. The comments overlook that the war chariot makes for a better disconnect-reconnect unit than any other. It also has greater value on smaller sized maps, witness the Sid Tiny conquest and domination tables in the HoF. The enkidu warrior has a hidden value in that some Sid players have used it in ways you wouldn't think to ever try on lower levels... you play with no militaristic opponents, you train some good enkidus, declare war fairly earlier, and watch the AIs warriors impale on your enkidus. The Numidian Mercenary makes a rather good compliment for a 20k island game, since it helps you survive early. It's definitely not "bottom tier" there, imo. I think it much more important to point out reasons why you value a UU over another, or more over it's regular version, than a simple rating. Having said that Ision says in the thread Quote:
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#102 |
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vet
Join Date: May 2007
Location: It Dockumer Lokaeltsje
Posts: 2,605
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That Ision statement is confusing. What about the cost of a unit? At 70 shields, it makes more sense to compare a Conquistador with a knight.
Because of the cost factor some units can be considered a downgrade from the unit they're replacing; Chasqui Scout means no 10-shield scouts anymore (except for the free one at the start); Javelin Thrower means no 20-shield archers anymore and Three-man Chariot means no 20-shield chariots anymore and not even 30-shield horsemen. These handicaps have to be taken into account. Personally I don't care if exploitative tactics like disconnect-connect with the War Chariot or that early war tactic with the Enkidu don't get covered in a general strategy article. Disconnect-connect is simply a cheat to me, so why highlight it in an article that introduces the units?
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#103 | |
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Grand Philosopher
Join Date: Apr 2008
Location: Ohio
Posts: 4,442
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#104 |
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Prince
Join Date: Nov 2008
Location: D
Posts: 416
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Post #50 by Greebly was the only mention of the lonely Conquistador as deserving more and mentioning how incredible an army of them can be. I use them to pillage and knock out radar towers with redlined units in enemy territory. Have you ever sacrificed a Cavalry Unit or other 2/3 move unit that can get there and get the job done and not be able return to safe territory, well the Conquistador can and come back the next turn and do it again.
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#105 |
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The Apprentice
Join Date: Jun 2009
Location: GMT +1
Posts: 620
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Definitely need to give the Portugese a try then in my next game.
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#106 | |
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vet
Join Date: May 2007
Location: It Dockumer Lokaeltsje
Posts: 2,605
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Quote:
![]() A Conquistador army would be great at pillaging, but with any army a human player would be able to conquer stuff, and I would rather do that than to pillage. It's also only a Conquistador army that would do a great pillaging job; a single Conquistador isn't suitable. It treats all terrain as roads, so it's fast, but its base speed is only 2. If it pillages, it uses up 1 of those 2 speed points, meaning it has only 1 speed for its actual movement left. That's only 3 tiles, not enough to get somewhere and get back in the same turn. Maybe to flee on a mountain or something, but assuming the enemy has units with attack 4 - knights or medieval infantry - you'll probably get attacked and lose your expensive 70-shield Conquistador. I can't help but love the unit, though.
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#107 | |
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Grand Philosopher
Join Date: Apr 2008
Location: Ohio
Posts: 4,442
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Quote:
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#108 | |
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Mac addict, php monkey
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Quote:
A Conquistador can move two tiles and pillage, all in one of its two movement points. It can then get back to safety using the second point. Alternatively, you can use it as a suicide bomber, going five tiles into enemy territory and then pillaging. Launch enough of them on a capital and you'll cripple the enemy. Some might even survive if the enemy doesn't have enough units to retaliate.
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-- Alan -- - Fold for TeamCFC Avatar image: Milan Trykar. Courtesy of Snow Leopard TrustC-IV SGOTM Links: BtS SGOTM 17 Maintenance Thread | Progress & Results | BUFFY Mod for BtS 3.19 Mac OS X C-IV Utilities Drag'n'Drop Mod Installer | GOTM Mac HOF Mod | Macapaka .fpk File Extractor and Creator | GOTM Mac Assets Checker Civ3 Utilities: 20K Culture Excel Calc w. Anarchy OS X: FileValet compressor/archiver for Civ3 Complete | Civ3 1.29b2 Updater | TextEdit for Civ3 Mods |
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#109 |
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Grand Philosopher
Join Date: Apr 2008
Location: Ohio
Posts: 4,442
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To amplify what AlanH said, if you cut the roads to an enemy's capital they can't trade for resources or luxuries with anyone else, and they lose all trade routes they had previously.
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#110 |
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vet
Join Date: May 2007
Location: It Dockumer Lokaeltsje
Posts: 2,605
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I didn't know about the rounding effects. So if the pillaging takes place before the first movement point has completely been used, the pillaging just ends the first move, but you would still have a complete second move left? Well, that's better than I thought it was!
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#111 |
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Mac addict, php monkey
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Sorry, my memory was playing tricks. It's been a while. You were right, the rounding only works at the end of the movement, not on each three-tile move. So with six movement points you can only move one tile, pillage, and move one tile back to safety. The five-tiles-and-pillage then wait to be killed works fine, though.
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-- Alan -- - Fold for TeamCFC Avatar image: Milan Trykar. Courtesy of Snow Leopard TrustC-IV SGOTM Links: BtS SGOTM 17 Maintenance Thread | Progress & Results | BUFFY Mod for BtS 3.19 Mac OS X C-IV Utilities Drag'n'Drop Mod Installer | GOTM Mac HOF Mod | Macapaka .fpk File Extractor and Creator | GOTM Mac Assets Checker Civ3 Utilities: 20K Culture Excel Calc w. Anarchy OS X: FileValet compressor/archiver for Civ3 Complete | Civ3 1.29b2 Updater | TextEdit for Civ3 Mods |
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#112 |
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vet
Join Date: May 2007
Location: It Dockumer Lokaeltsje
Posts: 2,605
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Well, I'm happy waiting to be killed works!
![]() I find those movement mechanics a bit tricky to understand, but what we should of course remember that suicide tactics or operating under the cover of a defender can be done by any ordinary explorer and for much less cost, so no points for Spain here.
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#113 | |
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Emperor
Join Date: Jan 2008
Posts: 1,262
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Quote:
The "move 5 + pillage" is a really devastating maneuver in the right hands. "Move 6" also basically wreaks havoc on any enemy worker actions anywhere near a border.
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Don't quote me regulations. I co-chaired the committee that reviewed the recommendation to revise the colour of the book that regulation's in. We kept it grey. |
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#114 |
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Prince
Join Date: Nov 2008
Location: D
Posts: 416
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An ordinary explorer doesn't have attack/defensive values, so it can't pillage or kill units where a Conquistador can, so yes, points for Spain. Besides the sound effects of the barking dog make me laugh.
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#115 | ||
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vet
Join Date: May 2007
Location: It Dockumer Lokaeltsje
Posts: 2,605
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Even an ordinary scout can pillage, a unit doesn't need an attack or defense value for that.
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The Conquistador might be more useful in really tough Always War games, where it's easy to overstretch and the human player doesn't benefit from trade routes. Then to cause bother is maybe all you can do. From getting at the wrong end of Spain once in a game I know how terrible the Conquistador is to be up against...
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#116 |
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Emperor
Join Date: Jan 2008
Posts: 1,262
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Well, nothing, obviously. But it's an opportunity cost issue for the enemy--do you use your attacking units on the Conquistador (and probably get weakened and exposed in the process), or do you use it on those cavalry that are coming for your city instead?
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Don't quote me regulations. I co-chaired the committee that reviewed the recommendation to revise the colour of the book that regulation's in. We kept it grey. |
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#117 | |
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Grand Philosopher
Join Date: Apr 2008
Location: Ohio
Posts: 4,442
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Quote:
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#118 | |
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Prince
Join Date: Nov 2008
Location: D
Posts: 416
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Quote:
So that leaves me with the opinion that there are two groups, those with a modest improvement and small window of advantage until the next better unit comes along and unique units replacing units that are rarely used or are useless. I originally just put the F-15 in this group but not being a fan of large navies I would have to include the Man-O-War in the rarely used or useless category. I love the fact that you can keep going back and looking at the same thing and seeing new things. |
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#119 |
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Warlord
Join Date: May 2012
Posts: 227
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One thing everyone seems to not realize is that the Cossack has ZOC. Which means that you can park him on a hill/ mountain in a pattern so that any enemy that wants to take your city has to go through 4 Zones of control to get to your city plus if you put cannons on the tiles with the Cossack then you are almost impossible to budge. then you can use the blitz ability to mop up the survivors.
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All I say is in my experience. Plumbi cum Honora Last edited by maurcus; Dec 20, 2012 at 07:20 AM. |
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#120 | |
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Chieftain
Join Date: Jul 2012
Posts: 54
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