tjs282
Stone \ Cold / Fish
Sorry but I'm having difficulty following your arguments here:
If I have a city doing 20SPT, it's not going to be building 30s-units and wasting 10s every 2T; it will build 20s into a Settler, short-rush the rest (40g) then switch to building a Knight in another 2T => 3T per Knight per city, with no wastage. Or it will e.g. swap a mine or two for irrigations, and build 4T-Knights at 18SPT (=2s wastage) and the same/more FPT, while the other city gets more SPT/less FPT. And in the meantime, any 30s units I want will be built in my 10- and 15SPT towns in 2-3T, also without any wastage...
And if I understood Justanick's point correctly, at high levels Immortals are at their strongest when you're trying to absorb the initial AI zerg-rush(es) during the 3-4T after an early DoW. Sure I agree that you'll want/need faster units for invasions/ expansions later, but first your Civ has to survive long enough for there to be a 'later'!
In that case, a 30s, A/D=4/2 unit with effective M=3 on your own roads (hence the comparison to the Rider...?), available only 1 (extra) tech into the Ancient Age (assuming Iron), is then hard to beat. And precisely because of the Immortal's early availability, AI outer city-limits are unlikely to have popped more than once -- so once the incoming has been mopped up (and if you can come in through the corner of their BFC, or plant a city on their border), your units will only be spending 1T stranded in enemy territory, before it becomes your territory...
On topic:
I generally play on Small- or Standard-sized, all-Random maps at Mon/Emp, and I like to go for Space, if I'm on a Continent, or Domination on a Pangaea. Of the Civs I've played as, my proudest moment/most fun game so far was probably my Space-win as the Dutch on a Small 60% Continents at Emp (my first solo-game at this level) last year. AG/SEA may not be a combination that immediately lends itself to Space, but the game let me do a bit of everything -- I built a fair few Wonders, won all my wars (even without Iron, initially), kept everyone else sweet with trading+diplomacy -- and launched a bloody great rocket at the end!
Come on, this is Justanick you're talking to here. I doubt he's forgotten any of this...In terms of Shields, you forget that a Knight, while costing 70, also has a defence value of 3, so with a Knight you don't need to build Pikemen for your stacks, even if you do, the Knight will still be attacked first.
What? This makes no sense on several levels. You just said yourself that Pike+Immortal costs less than the Knight! The wastage would be twice as high as when building just the Knight, but really, who wastes shields like this, even at Regent?An Immortal + Pikeman is 60 shields. Because Shields don't carry over, if your city is producing 20 Shields per turn, the most common total for a pre-industrial core city then:
2 Units @ 30 Shields each = 4 turns (Immortal + Pikeman)
1 Unit @ 70 Shields each = 4 turns (Knight)
And then on top of that, 1 Unit is half the price of 2 Units.
If I have a city doing 20SPT, it's not going to be building 30s-units and wasting 10s every 2T; it will build 20s into a Settler, short-rush the rest (40g) then switch to building a Knight in another 2T => 3T per Knight per city, with no wastage. Or it will e.g. swap a mine or two for irrigations, and build 4T-Knights at 18SPT (=2s wastage) and the same/more FPT, while the other city gets more SPT/less FPT. And in the meantime, any 30s units I want will be built in my 10- and 15SPT towns in 2-3T, also without any wastage...
OK, I'll give you thatOn top of that The Knight is quicker.
Even if it's not huge, I'd still rather have a unit with a raw 66% chance (4:2) of winning a combat-round vs a Spear on the flat, than one with a 60% chance (3:2). And while having the retreat-possibility is a definite advantage on attack, I wouldn't want to have to defend with MWs (GSs, maybe -- but I've never played as the Celts)...Both Mounted Warriors and Gallic Swordsmen have the chance to retreat which negates their likelihood of dying more by having an attack of 3 instead of 4 (which, as we all know, doesn't count for a huge amount when killing Spearmen).
And if I understood Justanick's point correctly, at high levels Immortals are at their strongest when you're trying to absorb the initial AI zerg-rush(es) during the 3-4T after an early DoW. Sure I agree that you'll want/need faster units for invasions/ expansions later, but first your Civ has to survive long enough for there to be a 'later'!
In that case, a 30s, A/D=4/2 unit with effective M=3 on your own roads (hence the comparison to the Rider...?), available only 1 (extra) tech into the Ancient Age (assuming Iron), is then hard to beat. And precisely because of the Immortal's early availability, AI outer city-limits are unlikely to have popped more than once -- so once the incoming has been mopped up (and if you can come in through the corner of their BFC, or plant a city on their border), your units will only be spending 1T stranded in enemy territory, before it becomes your territory...
On topic:
I generally play on Small- or Standard-sized, all-Random maps at Mon/Emp, and I like to go for Space, if I'm on a Continent, or Domination on a Pangaea. Of the Civs I've played as, my proudest moment/most fun game so far was probably my Space-win as the Dutch on a Small 60% Continents at Emp (my first solo-game at this level) last year. AG/SEA may not be a combination that immediately lends itself to Space, but the game let me do a bit of everything -- I built a fair few Wonders, won all my wars (even without Iron, initially), kept everyone else sweet with trading+diplomacy -- and launched a bloody great rocket at the end!