Louis XXIV
Le Roi Soleil
It was too good to be true.
Louis your Italian is really good![]()
Grazie, studiavo per quattro anni, ma è ancora difficile per me.
It was too good to be true.
Louis your Italian is really good![]()
Not sure this has been updated yet. but someone i think "themystic" wrote a preview and answered some questions and I believe he said that the Englishlongbow does indeed replace the crossbow
Camel archers make mincemeat out of them. They're strong, but they run into the problem with all ranged units: Their base strength is so low that they'll get murdered in a single hit.And it has a range of three hexes. Yes, ladies and gentlemen, they're as brutal as we hoped they would be. Put them on a hill, protect them with pikemen, and watch the bad guys fall. I'm going with them as the most powerful Medieval unit.
Camel archers make mincemeat out of them. They're strong, but they run into the problem with all ranged units: Their base strength is so low that they'll get murdered in a single hit.
Those hammer costs sound like they are on quick, i.e. 2/3 of what they are on normal speed.
Yes, but if they are behind your melee units, then they can hit any unit that is in range of your melee units.
I think the Landsknecht's power really depends on a few things, principally their maintenance cost. Specifically, if the cost is assigned to each unit, or if it's a factor of each unit's hammer cost. If it's the latter, they'll be abusable as hell. If it's the former, they'll probably have the same maintenance cost as normal pikes, which means that their power will depend on exactly what that cost is. I
He said the production cost was half; he didn't mention the upkeep cost, which I'm guessing is the same for all units.TheMystic said it's half the cost of the Pikemen.
3-hex range for Longbowmen can be pretty decisive for the clever commander. Probably useless for the AI.
He said the production cost was half; he didn't mention the upkeep cost, which I'm guessing is the same for all units.
It's not the same for all units, that we know. Guided missiles specifically have a "high" upkeep cost. I'd bet that it's based at least partially on hammer cost.3-hex range for Longbowmen can be pretty decisive for the clever commander. Probably useless for the AI.
He said the production cost was half; he didn't mention the upkeep cost, which I'm guessing is the same for all units.
Sounds reasonable, since TheMystic SAID he was playing on quick speed for that article.![]()
It's even worse than that. Three hexes means you can have two rows of longbowmen behind your melee defensive line. And if the two melee rows are engaged, your longbowmen can shoot the enemy archers without them being able to respond. Yikes.
You have to keep in mind that ranged units have 0 melee defense. If archers get tagged by melee infantry or melee mounted they're all pretty much dead. If someone is going to go heavy on longbows then the trick is probably to just out inf spam them, stick to cover, have a great general handy if possible, and push infantry like there's no tomorrow.
What do you mean "0 melee defense?" The only thing I can think of is meaning "0 melee strength," which is entirely untrue. Yeah they're pretty low strength, but not that bad. Do you mean defense bonuses on melee perhaps?
They do get extra gold from barb camps (That's no longer random apparently), and free units are a much bigger deal when warriors cost 35 hammers, and spearmen 40. Landsknechts look really powerful too. 33 hammers for a 10 strength unit just screams "Mass me".
Arioch, TheMystic which made VE3D preview of Civ5 confirmed the following number of turns for game speed:
Quick= 350 turns
Normal= 500 turns
Epic= 750 turns
Marathon= 1500 turns
Noone interested in this? That's pretty important info I'd say!
They are exactly the same as in Civ4, btw. One could assume map sizes are similar, too.
Grazie, studiavo per quattro anni, ma è ancora difficile per me.
Ok, guess I should word it properly. When you look at archer units one of their "traits" is "may not melee attack". When they get hit by melee much like artillery units they fall pretty quick in comparison to melee vs melee. In order to keep your archers alive, you really need to protect them.
This is also why flanking is going to be much bigger in Civ V, because those who do set up a front probably won't have units to guard in the back, and with the extra turns that mounted units get they can very easily come in and wipe out the ranged units without much of a problem.
Also, survivability goes up a good amount when you use cover like forests / jungles while being pelted by ranged. Ranged units have to break their targets down, most of the time you will not get a kill off a single volley, especially when you're going against units of the same era.