Just an idea
Warlord
- Joined
- Jun 6, 2016
- Messages
- 108
INDIA
UU: Patiyodha and Varu
Patiyodha is a cheaper Longbowman with -1 Strength, bonus when attacking Forest or Rainforest, that starts with Woodsman I and Formation. It is available with Nobility. It does decent job against barbarian units India faces. However other units can also deal with those. Spear line is most of the time superior against Elephants and Shock promoted Horsemen perform at least comparably against Axemen and Swordsmen, and they have superior mobility. Point is that by the time India gets to Nobility, it has either already stabilized against barbarians or lost UHV. In my opinion India would benefit from earlier Unique Unit.
Varu is more expensive Lancer with +2 Strength, only 1 movement and +25% against Heavy Cavalry. It requires Ivory instead of Horses. UU with extra Strength can obviously be quite strong. Varu comes too late to be significant help against barbarians. They were however very helpful when one decides to expand beyond Indian subcontinent for 3rd UHV.
UB: Edict
Monument with -10% to City Maintanance. I did test by using World builder and in year 1200 difference between having Edict in all my 13 cities and none of them was 16 gold per turn. For most of the UHV run benefit is less and India relies more on religion than Monuments for culture. If game continues past UHV deadline and inflation costs start stacking up, Edicts are big help. Maybe small Happiness boost could be added to synergize with UP.
UP: Power of Purity
+1 health per 3 excess happiness. Its not flashy as health is one of those benefits that are quite unnoticeable until one runs out of it. Between temples, plantation resources and Monarchy India has usually abundant happiness. UP does help grow cities for 3rd UHV.
UHVs
1. Control Hindu and Buddhist Shrines in 100 BC
2. Build 20 Temples by 700 AD
3. Control 20 % of world population in 1200 AD
India gameplay until second UHV is completed is quite stressful. You need to expand to ~10 cities while not killing of your research while dealing with barbarians spawning randomly inside your territory. Problem is that India has very little production during early game and can't really afford to lose units to bad combat rolls.
PHOENICIA
UU: Sacred Band and Numidian Cavalry
Sacred Band is a Spearman with +25 % when fighting in cities and Amphibious promotion. Unit does good job when defending cities and being Spearman is helpful against North African Camel Riders. Units base strength is too low to really leverage its city attack bonus and amphibious capabilities.
Numidian Cavalry is a Horseman with no penalty to city strength, +50 % against Melee units and starts with Disengage and Desert Adaptation. This very powerful. Beats Legions in fair fight.
UB: Glassblower
Market with +50 % Trade Route yield. Its not huge improvement, but it adds up when stacking extra Trade Route effects like Merchant Trade and Great Lighthouse. Facts that Markets are already useful for UHV 3 helps.
UP: Power of Mercenaries
Gold Rushing military units is always available and at half cost and no extra upkeep. This lets Phoenicia to create army to conquer Rome real fast.
UHVs
1. Build a Palace and the Great Cothon in Carthage by 300 BC
2. Control Italy and Iberia in 100 BC
3. Have 5000 gold in 200 AD
First one is quite cheeseable by founding Carthage as your first city. I think Tyre should spawn few turns before Phoenician start as an independent city to prevent that. Sometimes Greece decide to build Great Cothon early and there is little Phoenicia can do to beat them to it besides just invading them. This can be little frustrating when it happens but doesn't happen often enough to be a problem.
While I don't like Gold hoarding goals as last UHV and it is also contrary to Phoenicia's UP, it might actually be necessary to limit their UP. With two cities producing military I averaged to one Numidian Cavalry per turn on Epic, while still increasing my treasury.
UU: Patiyodha and Varu
Patiyodha is a cheaper Longbowman with -1 Strength, bonus when attacking Forest or Rainforest, that starts with Woodsman I and Formation. It is available with Nobility. It does decent job against barbarian units India faces. However other units can also deal with those. Spear line is most of the time superior against Elephants and Shock promoted Horsemen perform at least comparably against Axemen and Swordsmen, and they have superior mobility. Point is that by the time India gets to Nobility, it has either already stabilized against barbarians or lost UHV. In my opinion India would benefit from earlier Unique Unit.
Varu is more expensive Lancer with +2 Strength, only 1 movement and +25% against Heavy Cavalry. It requires Ivory instead of Horses. UU with extra Strength can obviously be quite strong. Varu comes too late to be significant help against barbarians. They were however very helpful when one decides to expand beyond Indian subcontinent for 3rd UHV.
UB: Edict
Monument with -10% to City Maintanance. I did test by using World builder and in year 1200 difference between having Edict in all my 13 cities and none of them was 16 gold per turn. For most of the UHV run benefit is less and India relies more on religion than Monuments for culture. If game continues past UHV deadline and inflation costs start stacking up, Edicts are big help. Maybe small Happiness boost could be added to synergize with UP.
UP: Power of Purity
+1 health per 3 excess happiness. Its not flashy as health is one of those benefits that are quite unnoticeable until one runs out of it. Between temples, plantation resources and Monarchy India has usually abundant happiness. UP does help grow cities for 3rd UHV.
UHVs
1. Control Hindu and Buddhist Shrines in 100 BC
2. Build 20 Temples by 700 AD
3. Control 20 % of world population in 1200 AD
India gameplay until second UHV is completed is quite stressful. You need to expand to ~10 cities while not killing of your research while dealing with barbarians spawning randomly inside your territory. Problem is that India has very little production during early game and can't really afford to lose units to bad combat rolls.
PHOENICIA
UU: Sacred Band and Numidian Cavalry
Sacred Band is a Spearman with +25 % when fighting in cities and Amphibious promotion. Unit does good job when defending cities and being Spearman is helpful against North African Camel Riders. Units base strength is too low to really leverage its city attack bonus and amphibious capabilities.
Numidian Cavalry is a Horseman with no penalty to city strength, +50 % against Melee units and starts with Disengage and Desert Adaptation. This very powerful. Beats Legions in fair fight.
UB: Glassblower
Market with +50 % Trade Route yield. Its not huge improvement, but it adds up when stacking extra Trade Route effects like Merchant Trade and Great Lighthouse. Facts that Markets are already useful for UHV 3 helps.
UP: Power of Mercenaries
Gold Rushing military units is always available and at half cost and no extra upkeep. This lets Phoenicia to create army to conquer Rome real fast.
UHVs
1. Build a Palace and the Great Cothon in Carthage by 300 BC
2. Control Italy and Iberia in 100 BC
3. Have 5000 gold in 200 AD
First one is quite cheeseable by founding Carthage as your first city. I think Tyre should spawn few turns before Phoenician start as an independent city to prevent that. Sometimes Greece decide to build Great Cothon early and there is little Phoenicia can do to beat them to it besides just invading them. This can be little frustrating when it happens but doesn't happen often enough to be a problem.
While I don't like Gold hoarding goals as last UHV and it is also contrary to Phoenicia's UP, it might actually be necessary to limit their UP. With two cities producing military I averaged to one Numidian Cavalry per turn on Epic, while still increasing my treasury.