Dancing Hoskuld
Deity
Although I'd have to say the man-eating horses and camels are some of my Civ's most feared monsters of legend.
And so they should, what with their herds being invisible and all until you get dog training.
Although I'd have to say the man-eating horses and camels are some of my Civ's most feared monsters of legend.
Originally they were linked to Warfare, but we had complaints that was too late, so we moved it back to Hunting since it was a bottleneck. Think of Hunting as pre-Warfare where they are attacking animals and not people.
Don't get me wrong I am not totally opposed to say having the Stone Spearman just require Spear Making or the Stone Axeman only require Axe Making. I just worry that it will come too early.
And so they should, what with their herds being invisible and all until you get dog training.
Fine you guys win. Your logic cannot be denied. I will move the Horse and Camel to be revealed at Scavenging, just like Ivory and I will change the Stone Spearman and Stone Axeman to be enabled earlier.
I had actually been leaning towards these for quite some time. I think SO insisted that units needed a 2nd required tech, however it seems to work fine with just one (as far as I can tell). However its been so long since we first made the prehistoric techs its hard to remember what I thought back then.
EDIT: I also changed the Impi and Quechua to no longer require Hunting tech either since they are equivalent to a Stone Spearman and Stone Axeman.
Sounds good. I think it will work out. The Clubmen are the very first melee unit, and it still takes several techs before Axe and Spear are available. And I don't think their presence removes the Thief/Rogue strategy either. It also makes sense to me that the same Clubmen who are able to swing big sticks, can then start to use stone axes and spears once those are available without the extra "skill" of Hunting.
As much as I'd like to use the Impi and Quechua, I haven't had the luck to get access to those cultures yet
Has the new costs to Assassin's den caused anyone else to stop using them?
In my antiquated v17 even the AI is not building them, neither am I. And I barely build any Thieves or Rogues either in this version. Whereas in the 3 preceding versions they were All Major Units. Even the Arsonist seems to have lost some of it's luster too.
Just another observation from the Heckler/Peanut Gallery section.
JosEPh
I only build one building for each in my military city, although it is hard to get a specialised military city now. I don't actively use any of the units I just put them on border patrol. The main reason I build the buildings and units is to get them out of the cluttered queue. If they were a mod, I would just disable them.
Has the new costs to Assassin's den caused anyone else to stop using them?
In my antiquated v17 even the AI is not building them, <snip>
This is What I was hoping others might confirm. If the AI isn't building them then it's broke. And if it's broke it's because of the New "costs".
JosEPh
Edit: As for Rangers, No I think they are fine. Stronger than Axe but weaker than Mace, Plus they don't have a bonus against melee to start.
Edit: As for Rangers, No I think they are fine. Stronger than Axe but weaker than Mace, Plus they don't have a bonus against melee to start.
You're looking at very different points in the tech timeline. And now that I've looked at the tech tree a bit more, I'm 100% positive that STR 8 is WAYY OP for that point in time. All other units on the tree around that area are around 4 Str. You don't get 8 STR units until Odysseus (as a heroic unit) or the units around Brozeworking. Even the chariots are only 4 str.
Rangers also start with +325% vs Animals. That isn't even with the Hunter promos!
Macemen are post-swordsmen. There are a lot of different units between them and the Ranger.
Except that there is no unit for the Ranger to upgrade to until the Sharpshooter. If you are going to reduce its strength then we need another unit in between.