Rusty Edge
Deity
fast workers ..... most useless
You forgot the ""
Workers aren't situational. Everybody needs them. The more they get done early, the better.
Previous discussions rate the fast worker the best, and I agree.
fast workers ..... most useless
Well all they get is the movement bonus and You can't use them in a fight
Thank you that noone voted for East Indiaman.. Damn.. thats one crazy unit on multiple landmases world and I hate pangea sorry.. nothing can counter it because chemistry comes much later.. and its advantage against usual galleon (+50% strength; +33% cargo; no need for OB to cross borders) is more impressive than Praetorian has on battlefield.. What game designers was thinking to make that strong civilization
Well all they get is the movement bonus and You can't use them in a fight so yes they are getting there faster but You need to build them anyway so I would rather sacrifice the movement bonus for a cut in the hammer cost and by the way the tiles You need to upgrade are usually next to Your cities so Your workers do not actually go a hundred miles to get there so the movement bonus is a ruse
After some thinking I've changed my mind.
The Greek phalanx is IMHO the worst UU. It only has 100% defense versus chariots.
So, it's nothing but an ordinary axeman if the enemy doesn't attack with chariots.
That's not true though, knights ignore first strike and I think, can get pinch so they counter Oromo hard (bet the Italians feel silly now)
What sinimusta wrote before, and:
In MP you often don't want to create a situation where you march in with a big mixed ancient stack of 1-movers, because that means you have used quite a bit of your resources that could have gone into expansion. However, you might want to cripple your neighbor or try your luck with a smaller amount of units and surprise attack. Phalanx reduces the possibility that your axe-attack fails miserably, because your opponent has chariots online.
That said, I would not consider Phalanx as an especially great UU, but still useful.
^
Sure. Even if the enemy only has archers (3 or more defenders) + city on hill + walls (+ maybe PRO trait too),
a phalanx rush is waste of resources that early in the game.
How do archers not work in SP ?
Oromo Warriors are definitely not the worst unique unit. They are actually the best Gunpowder based unique unit. As already mentioned, they are best promoted to Drill IV which is possible with Barracks and Theocracy, Vassalage or Great Military Instructor. They dominate all pre-gunpowder units and are a great complement to Cannon seige units. There is no need to wait for Rifling to upgrade them to Riflemen, although such an upgrade is one of the best.
Jaguars are also not the worst unique unit. They can be promoted to Woodsman II with just a Barracks, which allows them to easily steal Workers via a jungle/forest plot. In sufficient numbers, they can "surprise" attack weakly defended cities jungle/forest plots. Promoted in the field to Woodsman III they provide 15% healing per turn compared to Medic I's 10%. When attached to a Great General (as mentioned earlier in this thread), they can easily be promoted to Woodsman III and Medic III which heals 40% per turn versus Medic III's 25%, assuming Medic I in both cases.
In my opinion, the Panzer is the worst unique unit. The Panzer does have a great bonus of +50% versus Armor, but it will rarely be able to use it. Not only will the game be effectively won before any AI can build significant numbers of Tanks, the Panzer will almost always end up targeting a non-Tank unit like an Infantry rather than a Tank due this combat bonus.
Sun Tzu Wu