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#41 |
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Your average civ junkie
Join Date: Oct 2007
Location: Sweden
Posts: 2,454
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Guerilla 3 is not bad when facing a tough hill city defender like flanking is not bad when facing tough defenders, so it has its uses.
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I don't want to set the world on fiiiiiiire... |
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#42 | |
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Warlord
Join Date: Oct 2007
Posts: 274
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Quote:
1) A CG1 archer, full fortification bonus, in a city with 20% cultural defense: vs. GII or GIII gallic, which has modified strength 6.6 the archer has modified strength 3*(1 (base) + 0.25 (fortification) + 0.2 (culture) + 0.7 (city defense) - 0.1 (sword bonus for city attack)) = 6.15 against a CRI gallic (still modified strength 6.6), the archer has modified strength 5.55; against a CRII gallic, the archer's modified strength drops to 4.8. I don't know what the survival odds are exactly for these cases, due to the first-strike business, but the battle looks to be roughly 50-50 odds or victory for the G2 or G3 gallic against the archer, somewhat better for the CRI, and much better for the CRII. Of course, we haven't talked about the 50% withdrawal bonus, which is huge, swinging a 50-50 battle to have 75% odds that your unit will survive. 2) CI axe, same fortification bonus, same city -- it's 6.6 vs. 9.75 (5*(1+0.1+0.25+0.2+0.5-0.1)) for G2 or GIII, 6.6 vs. 8.75 for CRI, and 6.6 vs. 7.5 for CRII. Combat odds are less than 50-50 in all cases, so your best odds of survival are with the GIII gallic. Obviously, defense odds are never better with a CR-promoted unit than a G-promoted one. And if you're able to make an attack approach just on hills, then having a G-stack rather than a CR- stack also obviates the need for a shock axe defender (CI shock axe attacking hilltop CI shock axe is 5.5 vs. 6.75; CI shock axe attacking hilltop GII gallic is 5.5 vs 6.6). Basically, I think that if the map is hilly enough, you might want to consider starting gallic warriors on the guerilla line, and promoting up the CR line only after getting to G3. The G2 bonus of double hill movement will also be pretty nice (and with the hill defense bonus you're unlikely to be attacked when ending on a hill) -- you can strike much more rapidly at deep targets if there are substantial hills in the enemy's territory. |
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#43 |
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Chieftain
Join Date: Nov 2007
Location: LON
Posts: 93
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#44 |
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Emperor
Join Date: Dec 2007
Posts: 1,711
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I'd be really impressed if Sisiutil makes good use of the Gallic Warriors. One obvious advantage is the more flexible resource requirements, but other than that I don't see a big advantage of using them.
It seems like the key to succeeding with this leader is to streamline tech research in the medieval era. Some techs such as Engineering or Machinery may not be as important as in a usual game. If you focus on one branch of the tech tree, you may be able to produce better results. |
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#45 | |
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King
Join Date: Feb 2003
Posts: 811
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Quote:
IMHO that's the most significant benefit of the Guerilla line. In a typical war, I usually assume I need a minimum of 2 attackers per defender to ensure success. In many/most cases (pre-catapults, high cultural defense, walls, protective, etc.), a 3 to 1 ratio is safer. That's because the first wave of attacks, and perhaps some of a second, are suicide attacks. With Guerilla III, 50% of your "suicide" attacks don't result in suicide! That's huge. Maybe you only promote half of your units along the Guerilla line and half on City Raider, but I can't see how all City Raider could be better. |
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#46 |
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RPC Supergenius
Join Date: Oct 2006
Location: New York City
Posts: 6,927
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In regards to using the Gallic in war
1) That 50% retreat is nice but consider the unit will NOT have CR promotions then. 2) HAs with flanking II made better suicide units. 3) Gallics require only copper, which is a benefit. 4) Gallics provide an extra hill defense when it's adjacent to a city you are attacking. 5) Gallics provide extra defence when capturing a city on the hill. 6) Gallics free promotion or Guerilla II are kept upon promotion, thus you can concievably get some Guerilla II machine guns in the future. Gallics offer alot of little advantages that can be used, not real overpowering WOW affect.
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Mad's Civ IV RPC Series Summary threads: Classic RPC Series, Open RPC Series, The Next Generation RPC Series, MAd's World Mod Summary Current RPC CiV IV: Rockefeller, American Corporate Power! This poster apologizes for all spelling errors, he is a bit older and typing is a post-education acqusition tech! |
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#47 |
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Warlord
Join Date: Apr 2006
Posts: 203
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I recommend Big and Small continents as the map type. Usually lots of room for combat, but not as predictable as Pangea.
Stonehenge is quite powerful in any circumstance, but doubly so with Charismatic leaders. It is almost the equivalent of a third trait [creative]. But with the happiness thrown in. You may want to use your second city to chop it so that it gets the culture boost and the prophet points. Early aggression yes, but not before you have at least three cities; unless of course someone is right next door and you have metals/horses and they don't. |
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#48 | |
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King of myself
![]() ![]() Join Date: May 2006
Location: Lisbon, Portugal
Posts: 13,818
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Quote:
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" I'm the Lord of the lords, not the servant of the serfs" - D. Joćo II of Portugal My Civ lema: Qui vincit non est victor nisi victus fatetur Lonely Hearts Club Bullpen / You , Yourself and your shadow : Some lessons on isolated starts Last edited by r_rolo1; Sep 12, 2008 at 10:46 AM. |
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#49 |
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Deity
Join Date: Sep 2006
Location: Cambridge/London
Posts: 3,442
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don't play on a weird map just to demonstrate the guerrilla promo, because that just isn't informative or applicable to most situations.
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Spike: I lie awake at night... Buffy: You sleep during the day! |
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#50 |
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King of myself
![]() ![]() Join Date: May 2006
Location: Lisbon, Portugal
Posts: 13,818
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What is a wierd map, tycoonist?
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" I'm the Lord of the lords, not the servant of the serfs" - D. Joćo II of Portugal My Civ lema: Qui vincit non est victor nisi victus fatetur Lonely Hearts Club Bullpen / You , Yourself and your shadow : Some lessons on isolated starts |
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#51 |
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Your average civ junkie
Join Date: Oct 2007
Location: Sweden
Posts: 2,454
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HIghlands is a weird map.
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I don't want to set the world on fiiiiiiire... |
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#52 |
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King of myself
![]() ![]() Join Date: May 2006
Location: Lisbon, Portugal
Posts: 13,818
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No wierder than tectonics. And since tectonics was already used.....
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" I'm the Lord of the lords, not the servant of the serfs" - D. Joćo II of Portugal My Civ lema: Qui vincit non est victor nisi victus fatetur Lonely Hearts Club Bullpen / You , Yourself and your shadow : Some lessons on isolated starts |
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#53 |
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Ad remum dareris
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#54 |
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Grunt
Join Date: Nov 2005
Posts: 53
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I think the map decides what strategy to use. While leaders traits make certain strategy stronger you can not decide on which to use until you see the map (unless you hand select the map that is). Deciding on an early rush only to find you an isolated or off on a large landmass by yourself makes no sense.
As for the map shuffle is a favorite of mine as well. Or random setting on Tectonics. |
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#55 |
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Warlord
Join Date: Dec 2007
Posts: 294
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#56 |
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Definitely hooked
Join Date: Dec 2006
Location: Deep Inside the Inner Core
Posts: 383
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Then don't use shuffle but pick one of the map types that provide more of a challenge. Would you feel better shuffling and getting Pangaea?
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#57 |
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Your average civ junkie
Join Date: Oct 2007
Location: Sweden
Posts: 2,454
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I agree with random map. The great thing about somewhat lackluster UUs/UBs is that they will have less of a corrupting influence on playstyle whereas great UUs/UBs might put more pressure on the player to play a certain way instead of adapting to the circumstances.
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I don't want to set the world on fiiiiiiire... |
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#58 |
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Warlord
Join Date: Sep 2004
Posts: 219
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I would ask Sisiutil to do use the Guerilla promotions on his Gallic Warriors. While G2 is not extremely good for attackers, G3 makes up for it, and the charismatic trait ensures it is easy to get to G3. When attacking a city on a hill, the difference with a CR2 gallic warrior is just the first CR promotion, while you still have a 50% chance of withdrawal.
I would argue they are better suicide units than Horse Archers. They have a slightly higher withdrawal rate, with the free Combat 1 promotion they have higher strength and they have better promotion options (i.e. CR) should they still survive. Moreover when bringing Gallic Warriors (unpromoted) in a stack, you can choose at the last moment whether you need an extra suicide unit, or start using the CR units. When attacking cities on a hill they become even better. Finally they are also cheaper than HAs and are better at defending (which is a bit of a non-concern as suicide units shouldn't defend, but still). Finally, as the ALCs are meant to show how unique units can be used, just ignoring the bonus of the UU seems off. Last edited by Celebithil; Sep 13, 2008 at 01:54 PM. Reason: A strange misconception in which I twice attributed two promotions to the horse archers instead of just once. |
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#59 |
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Emperor
Join Date: Jan 2006
Location: Allentown, PA
Posts: 1,034
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I think that the Dun is largely worthless, but I would like to suggest putting it in at least whatever city gets Heroic Epic and/or a settled Great General.
Free Geurilla isn't a game breaker, certainly, but it is still a free promotion and I'd say it's worthwhile to spend a few hammers on a promotion-granting Wall when you're going to be pumping out zillions of units from that city even if the free promotion isn't City Raider. |
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#60 | |
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Chieftain
Join Date: Nov 2005
Posts: 19
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Quote:
How quickly you regrow is obviously a consideration yes, but then that is true for any amount of whipping. My point is that if you have plenty of food in the BFC (possibly unlikely for Immortal), then the +3 gives you the option to grow to a larger size so you can whip bigger builds sooner.Also, it allows you to whip (for example) size 5->3 rather than 3->1 to ensure you always have a good amount of tiles worked even after a whip. Last edited by TheDifficult3rd; Sep 12, 2008 at 02:02 PM. Reason: general shenanigans |
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