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#1 |
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Goddess
Join Date: Feb 2006
Posts: 3,771
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Satyrs vs. Hunters (Hunters win)
satyrs dont quite seem worth building to me, except that they look cool. i'll compare them to hunters (red for differences):
Hunters 60 production requires Exploration, Hunting (425science) Recon unit 4 strength 2 moves can upgrade to Rangers can upgrade to Assassins -20% city attack +50% vs animals better results from tribal villages can build camps can carry birds scouts upgrade to them Satyr 60+30=90 production requires Exploration, Hunting, Ancient Chants, Mysticism, Way of Leaves (425+825=1250science) Recon unit 4 strength 2 moves can upgrade to Rangers free woodsman promotion no unit which upgrades to them requires Leaves religion so, you pay 50% production for woodsman promotion, and you give up: 1. -20% city attack 2. +50% vs animals 3. better results from tribal villages 4. can build camps 5. can carry birds 6. one of the upgrade paths (Assassin) 7. cant upgrade scouts to them im not seeing the point, given the amount more production (50% more) and science (200% more), and the fact that you're trading away more than you gain to make a satyr than a hunter (woodsman for 1 through 7) So, I'm thinking they need a lot more benefits, anyone got any ideas? or know some other way in which satyrs are good except for looking cool?
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FfH 0.31 / 0.32 Armageddon Scenarios 35civ All Leaders Scenario FfH 0.30 21civ Erebus Scenario MultiMod12 Hemp>Alcohol+Pills+Tabacco+Cotton+Oil+Timber Why is Marijuana illegal? |
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#2 |
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Bard
![]() Join Date: Jun 2003
Location: Gallery
Posts: 15,001
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I want them to charm animals with their pan flutes.
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#3 |
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Deity
Join Date: May 2002
Location: Ohio
Posts: 17,392
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They are scehduled to get a mezmerize ability which lets them capture animals without combat and a "super ranger" upgraded form that requires a minimum level.
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Civ4: Fall from Heaven II (forum) (webpage), FfH: Age of Ice Civ5: Queen of the Iceni, Legions, Modders Guide to Civilization V Current Project: Fallen Enchantress |
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#4 |
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Goddess
Join Date: Feb 2006
Posts: 3,771
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that could be good, though they might still need a boost to be worthwhile in the general case (sometimes no animals around). they just seem less than a hunter for way more of a cost in both research and production.
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FfH 0.31 / 0.32 Armageddon Scenarios 35civ All Leaders Scenario FfH 0.30 21civ Erebus Scenario MultiMod12 Hemp>Alcohol+Pills+Tabacco+Cotton+Oil+Timber Why is Marijuana illegal? |
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#5 |
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Deity
Join Date: May 2002
Location: Ohio
Posts: 17,392
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The big thing, as in all religion units, is that they dont require a hunting lodge.
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Civ4: Fall from Heaven II (forum) (webpage), FfH: Age of Ice Civ5: Queen of the Iceni, Legions, Modders Guide to Civilization V Current Project: Fallen Enchantress |
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#6 |
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Bard
![]() Join Date: Jun 2003
Location: Gallery
Posts: 15,001
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Maybe they can mesmerize low level enemies as well, or low intelligence ones.
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#7 |
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Prince
Join Date: Aug 2006
Posts: 435
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i see what your saying , but i would still rather have a satyr over a hunter on most days. they don't suffer a penalty when attacking cities and are carrying a free promotion that will be applied to them as they advance.
here is the way i see it... -- early game you have a choice of hunter or satyr. odds are your going to have several hunters before you can even build a satyr. satyr do a much better job at attacking cites and the free promo makes them also better against other civs (hunters are still better vs animals). -- mid to late game your odds of building a hunter to make an assassin are low because they share the same type (recon) and you would more then likely just build the assassin instead. however if your goal is rangers you now have 2 options... ---- satyr which are going to give you a free promo of woodsman 1 for your troubles (the only thing carrying through). ---- disciple of leaves which if you have been building the alter will give you more bonus xp as well as allowing some outside promotions since its a disciple unit. my thoughts ..... satyr's should have their cost lowered to 60 to match hunters but otherwise remain unchanged. |
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#8 |
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Goddess
Join Date: Feb 2006
Posts: 3,771
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hadnt thought about the free woodsman for a ranger upgrade, i think thats the only think id use them for atm heh
__________________
FfH 0.31 / 0.32 Armageddon Scenarios 35civ All Leaders Scenario FfH 0.30 21civ Erebus Scenario MultiMod12 Hemp>Alcohol+Pills+Tabacco+Cotton+Oil+Timber Why is Marijuana illegal? |
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#9 |
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Goddess
Join Date: Feb 2006
Posts: 3,771
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ya, and even having charm for now could help
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FfH 0.31 / 0.32 Armageddon Scenarios 35civ All Leaders Scenario FfH 0.30 21civ Erebus Scenario MultiMod12 Hemp>Alcohol+Pills+Tabacco+Cotton+Oil+Timber Why is Marijuana illegal? |
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#10 |
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Deity
Join Date: Dec 2005
Location: Orange County, CA
Posts: 5,632
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I see no reason why they can't carry birds, though.
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Fall From Heaven II |
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#11 |
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Divine Wrath of Junil!
Join Date: Aug 2006
Location: Montreal
Posts: 6,164
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why not give satyrs a random nature spell promotion?
one satyr would have bloom, another would have vies, another mesmerize, another, maybe enrage or fear (Pan is the origin of the word panic: it was said music played by him and his satyrs could drive people insane through fear) |
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#12 |
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Me I'm a Creator
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Saytrs don't have the city attack penalty. This alloes them to take ememy towns in mass easier then hunters. In my last game as Ljosalfar I rushed Svaltalfar with Saytars and Warriors, and then the Clan. They are quite effective. I put in a few hunters but they all died.
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#13 |
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Warlord
Join Date: May 2004
Posts: 173
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#14 |
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Prince
Join Date: Apr 2006
Location: Seattle
Posts: 385
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Themetically i'd rather see Satyrs drop the charm animal in favor of a limited charm person effect on low level or low intel units. Feels more like a satyr to me and i never see animals past early game probably due to my settings.
- feydras |
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#15 |
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Prince
Join Date: Dec 2003
Location: Germany
Posts: 557
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Actually Satyrs in lore play music for animals and faries, so charm animal makes a lot of sense.
Either would be cool as I also love that unit - so much style!
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Waiting for a CiV fantasy mod since announcement day. ![]() For an expansion see Spatzimausi's mod |
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#16 |
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Goblin
Join Date: Sep 2007
Posts: 105
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And also they could increase birthrate in the cites.
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I was removed in version .30. Cruel! |
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#17 |
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Gens Cornelia
Join Date: May 2004
Location: Gandia, home of the Borgia
Posts: 107
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#18 |
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Civ-loving Hobbit
Join Date: Dec 2005
Posts: 624
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I think the Charm Animal spell should replace Poisoned Blade for Nature 2 Sorcery. Poisoned Blade sounds more like a Shadow spell and this way Druids / Priests of Leaves could get access to Charm, as well.
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Current Mods: Malakim Immortal, Arbiter's Grounds, Orc Paladin, Brigit the Shining, FFH Unit Pack 1, Fall Under: A Module for RiFE (Download, Thread) |
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#19 |
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Prince
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im playing patch f on 0.25, didnt like the satyrs being such bad value so edited the xml to give them free subdue animal promotion.
still havent built one as i havent played a game as leaves since then, but think id be more likely to next time i go elves
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-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Age of Discovery II Now including Land of our Fathers LooF: An historical mod of the Founding Fathers of Civilization IV: Colonization |
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#20 | |
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Warlord
Join Date: Sep 2007
Posts: 168
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Quote:
En mass I loved my hunters and the penalty for cities is a small cost if you, like me, enjoy surrounding barb cities and never killing them to feed units constant xp for huge promotions. |
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