DWilson
Where am I? What turn is it?
I'm curious how the two new units would perform here.
Other than being fantastic barb-busters that synergize well with Sumeria's UA, I'm not sure I understand the War Cart hype. Against AIs on King and above its very difficult to build enough of them fast enough to overrun a civ before they fall behind on the power curve, at which point you've neglected other important areas of your economy. I can see using them to take periphrial cities or CSs, but not for getting the knockout punch that chariot or axe rushes in civ 4 could pull off. Maybe someone will fill me in here.
Other than being fantastic barb-busters that synergize well with Sumeria's UA, I'm not sure I understand the War Cart hype. Against AIs on King and above its very difficult to build enough of them fast enough to overrun a civ before they fall behind on the power curve, at which point you've neglected other important areas of your economy. I can see using them to take periphrial cities or CSs, but not for getting the knockout punch that chariot or axe rushes in civ 4 could pull off. Maybe someone will fill me in here.
A bonus for later UUs that often gets neglected is that you can form corps and armies out of them, making the advantage of them even stronger. Of course, you are missing out on a UU at the time when conquering is easier/more rewarding. I haven't really checked this out, but I guess Cossack corps and Garde Imperiale corps are almost unstoppable as well. And Digger armies fighting in neutral or enemy territory... do they get more bonuses as an army?Worst unit I have faced in MP is the Redcoats, was attacked with them in industrial era and some of them had up to 93 strength. I mean how do you deal with near mech infantry strength units in industrial era.
War-carts actually work very well at high difficulty levels. The biggest obstacle against early rush is not able to find and attack your neighbors early enough. You can build war-carts from turn 1. They are quick so you can find your closest neighbor and CS very quickly. They are strong so 3 of them are often enough to take early cities. Combining with the barb camp bonus and ease of pillaging, you will quickly get enough cash to buy a worker (or simply steal one and use the cash to buy more war-carts to provide reinforcement to the rush) to trigger the craftsmanship, and beeline military tradition to get that 100% production card, which means more war-carts spamming. To play Sumerian well you really need to have a fully committed warlike mentality and use wars (against civs, CS and barb camps) to sustain your early economy.
How many do you usually build before launching the attack? I have, in the past, gone with 4-6 war carts.
End game wars can matter. I often play rather peaceful through the game, and if I see that I'm going to loose to a culture or science victory, I sometimes have to attack an AI in order to not lose. Of course, spies can help as well. But the late game UUs can shine in such a case for me. Having the ability to form armies makes them even better than non UU units. I prefer not to conquer to much cities in the later stages due to keeping alliances and friendships however. So I try to sabotage my enemy with and pillaging. On island plates, it's one of the rare situations in which the german u-boat can shine: there's a higher chance for districts being on the coast and pillage able, while your u-boat gets extra strength fighting in these tiles. Haven't really tried out the digger though. But I can imagine it being quite good here as well. If I'm playing a domination game however, I still think that UUs in medieval time and before are generally the most useful. This may change when the AI is able to put you in a kind of military stalemate in the late game and a UU might bring the change. But so far, once you get through the enemy forces (and it seems always possible), you are definitely though and you kind of won.At this point though, I am enjoying Digger slightly more than I liked Eagle Warrior. The Digger is just OP at the time it becomes available. When I create a Digger corps or army in Deity late game, that unit by itself can often take a city in one to two turns with a battering ram. There are no comparable units that can oppose them at that point in the game when fighting offensive wars, and the AI takes forever to get mech infantry. Digger has a similar feeling of being unstoppable. Yea people claim that late game doesn't matter, but I think it does. If I can win in 30 less turns due to having amazing late game units I will be happy for that.
It is biased by being a Spanish unit. It sure is an awesome unit, but since many people don't play Spain or consider it generally weak... You don't even need an own religion for the conquistador to be awesome, you just need some missionaries. Of course, it is usually most effective when you have a religion that you don't spread (except through conquering cities ;-).I am surprised to see the conquistador so low on the list, it really enables you to dominate the mid game and helps you in achieving both the religious and military victory.
Probably because you train two for the price of one. I don't think anyone really thinks of them as strong units - but I'm happy to read a different opinion from someone. Once on the field, the Maryannu Chariot Archer is a way better unit - but it costs more than one pack of Saka Horse Archers. For me, the Chariot Archer is still the better unit.Can someone explain why they voted for saka horse archers? I mean, I like Scythia, but not saka horse archers.
The Legions not being considered that good is due to the fact that in the Australian Summer Patch , they buffed swordsmen to 40 combat strength while the Legion 's original 40 combat strength was not changed at all . Now that swordsmen are nerfed to 36 I think Legions are much more viable.I was surprised to find that Legions were considered to be "not as good" now. I'm playing a game, and as usual, Legions are like the tanks of the ancient world. Use them with battering rams and they murder enemy cities. The legion often one-shots enemy city walls, and in the process loses less than 10% of its HP.