juanpavo
Warlord
with Kongo, ... the benefits you get from that Founder Belief will be a lot more significant than the risk that you might be getting a rival a little closer to Religious Victory.
Yes, this sums it up for me.
with Kongo, ... the benefits you get from that Founder Belief will be a lot more significant than the risk that you might be getting a rival a little closer to Religious Victory.
Not sure how I feel about heavy and light cavalry alternating eras. On the one hand it brings an interesting strategic element, your army will only be good in alternate eras. Going on a continuous conquering spree will be hard and it gives your enemies a chance to counter attack. On the other hand it's kind of immersion breaking if rifle armed cavalry are around at the same time as knights and yet knights are the heavier, more powerful unit.
Incidentally, what's the advantage of light cavalry over heavy?
The only ranged cavalry we have seen have been unique units. The game seems to cycles between heavy and light cavarly. We do know that heavy cavalry ignore zone of control but we do not know if light cavalry have other special abilities but they probably does.
Infantry seems to cycle between resourceless anti cavalry and resource needing melee infantry (anti anti cavalry)
Ranged units seems to cycle between light units and heavy artillery.
This however seems to apply only in the earlier eras.
Many civilizations get unique unit which do not replace a unit and give the civilization a unit type that do not generally exist in that era like Japan get the samurai which is a melee unit in the medieval era whose normal infantry unit is the pikeman. This give Japan a huge advantage because the samurai counter pikemen very well.
I think the infantry line is something like this: Warrior-Spearman-Swordman-Pikeman-Musketman-Infantry (as anti cavalry become support)-Mech infantry (maybe?)
The cavalry line: Heavy Chariot-Horseman-Knight-Cavarly-Tank-Helicopter (maybe it is own category but it fits well between the tanks as a light cav)-Mech infantry (maybe?)-Modern Armor
The ranged line: Slinger-Archer-Catapult-Crossbow-Bombard-Ranger (could be consider to be a scout)-Field Cannon (maybe it is a light ranged unit)-Artillery-Machine Gun-Rocket artillery
Some eras do seems to lack a some unit types like no renaissance cavalry. This could be explaind to the corps and army system get unlocked around that time.
I think field cannon may belong here. It make sense because field cannon is ment for the battlefield and it make sense to have the industrial ranged unit as a light ranged unit.Slinger(A) ->Archer (A) ->Crossbowman (M) -> Machinegun (Mo)
My lines was not based on upgrades, they just simply bunch togther the two units categories into a single one.
I think field cannon may belong here. It make sense because field cannon is ment for the battlefield and it make sense to have the industrial ranged unit as a light ranged unit.
I think field cannon may belong here. It make sense because field cannon is ment for the battlefield and it make sense to have the industrial ranged unit as a light ranged unit.
Because that's the point of the game?
The important thing is not that all Civs got the same probabilities to get a certain type of victory, the important thing is that all Civs got the same probability to win the game. If a leader got less probability to win in a way but equal more probability to win in another way it's ok for me, even if that "less probability" means 100 %. It's not a problem if this doesn't mean you lose an aspect of the game (cause you will use religion anyway, a lot) or doesn't create a single path to follow (you still can get all other victory and strategies).
If Kongo could actually found a religion and its ability was left unchanged the risk would be it could become a reversed byzantine who would lose its ability on founding a religion.
50 turns on quick is about 1/6 of the game. You have 9 different legacy bonuses so you can not max all out anyway.
I guess you may keep the experience and promotions if you combine an experienced unit with an unexperienced unit.
This means that while corps have been described so far as being created by combining units, doing so will actually be an inefficient, situational option, while the norm will be to build them from scratch as if they're a completely separate unit type. It also means that splitting corps will likely be impossible, as otherwise you could get two units for the price of one and a half simply by building a corps and then splitting it.
Move after attacking would be good for light cav, heavy cav ignore zone of control make them feel powerful because infantry don't dare to stop them but after they have attacked they are stuck in place while light can hit and run.
Both tank units are likely heavy cav so they should also ignore zone of control.
Was it mentioned anywhere already that corps/armies can be split up or is it just a guess?While building a corp is more efficient, combining existing units (from before you tech corps) is certainly a viable option. And while building a corp just to split it into individual units is faster, building 2 units separately allows you to use the first unit sooner. Also, you can build units in 2 high production cities at the same time and then combine them.