Apparently yes, you build them and there is no limit. SpiffingBrit made a bunch of them and got a promotion on each on that gives the units inside full movement when they are deployed. This allowed him to set up a chain and move groups of units completely across the map in one turn.
I didn't see anything about how Army Commanders are actually obtained.
I'm guessing this is not something you'll be allowed to build an unlimited number of, so they may be recruited like Great Generals. If so, this begs the question why they felt they had to change the name.
You could be Allowed to build an unlimited number…
but if they
-have no/poor combat strength on their own
-cost maintenance
-compete for experience
-provide non stacking bonuses (only highest rank commander counts)
Then I don’t think spamming them will cause a problem.
I think having civ-specific appropriate commander names would be too much work for Firaxis, given all the other myriad of things they have to work on already.
(and not to forget, I am sure they will put in at least 1-2 female commander units, for which it will be nearly impossible to find enough historic references)
Give me a complete list of Civs by Age and a couple of days and I'll produce lists of Commanders. I could produce lists for a dozen Civs off the top of my head.
Some states, yes, it wouldn't be easy. But many, many groups throughout history have had their political leders also as military leaders, so the lists aren't as restricted as you might think.
For states that have absolutely too few names recorded - like some of the more obscure so beloved of the CivFanatics Threads - there could be semi-generic names provided, or even Titles:
The Lion of Harappa
The Scorpion of the Savannah
Tremble, She Comes
Ra's Wrath
As apparently ubiquitous as they intend these critters to be in the game, and as apparently central as they are to the 'Exterminate' part of 4X, it seems a major lack to not have them named or designated in some way, or at least give us an opportunity to name them ourselves . . .
I just realized something, do we have Navy commanders? Or do Army commanders also affect Navy units (I'm guessing not, but who knows). And if they do affect Navy units, I have to take exception to the name Army commander since I'm a Navy vet.
I believe in a screenshot of part of the Exploration tech tree you can see an anchor symbol on the same shape icon that army commanders have. Wouldn’t be surprised if Modern Age gives us an Air Commander too. Not sure how it would work but presumably air units would need level up perks too, just from a game design perspective.
I just realized something, do we have Navy commanders? Or do Army commanders also affect Navy units (I'm guessing not, but who knows). And if they do affect Navy units, I have to take exception to the name Army commander since I'm a Navy vet.
There is what appears to be a Naval commander (likely "Admiral") in the tech tree (under Cartography at the very beginning of the Exploration era tree), and numerous sequences appear to show ships in close formation. I'm guessing they work slightly differently from Army Commanders.
I believe in a screenshot of part of the Exploration tech tree you can see an anchor symbol on the same shape icon that army commanders have. Wouldn’t be surprised if Modern Age gives us an Air Commander too. Not sure how it would work but presumably air units would need level up perks too, just from a game design perspective.
I think having civ-specific appropriate commander names would be too much work for Firaxis, given all the other myriad of things they have to work on already.
Apparently yes, you build them and there is no limit. SpiffingBrit made a bunch of them and got a promotion on each on that gives the units inside full movement when they are deployed. This allowed him to set up a chain and move groups of units completely across the map in one turn.
I was wondering about that and expecting for there to be a limit that increases with new tech and the like... To be able to make as many as you want seems crazy specially considering they respawn with same promotions if killed... but maybe there is some other type of reason for limiting their number like some mentioned, like increase cost for ever one built, reduce leveling speed or the like. Or just that spending production on making them means you not making the units that actually fight instead, and having more means dividing your army more = dividing the xp you get between multiple commanders.
If there are air commanders, I would expect them to be different from the army ones that area of effect is only the hexes around it, but instead affect a big area, as too simulate an air zone. So planes doing missions on that same region gets the commander effect, But then it completely depends on how airplanes will work in this interaction of civ, which we still know nothing of.
I believe in a screenshot of part of the Exploration tech tree you can see an anchor symbol on the same shape icon that army commanders have. Wouldn’t be surprised if Modern Age gives us an Air Commander too. Not sure how it would work but presumably air units would need level up perks too, just from a game design perspective.
Personally I hope this just lets Army Commanders embark, or maybe enables a new skill tree for Army Commanders. Having two (maybe three) distinct types of commanders sounds like a chore.
But, if it has to happen, having an Air Marshal, Fleet Admiral, and Army Commander all at once would be pretty cool I guess.
I was wondering about that and expecting for there to be a limit that increases with new tech and the like... To be able to make as many as you want seems crazy specially considering they respawn with same promotions if killed... but maybe there is some other type of reason for limiting their number like some mentioned, like increase cost for ever one built, reduce leveling speed or the like. Or just that spending production on making them means you not making the units that actually fight instead, and having more means dividing your army more = dividing the xp you get between multiple commanders.
Albeit some upgrades let them be useful on your cities without needing units, but to get those upgrades you need to first use them in combat and gain exp before "retiring" them to be used on cities. So it may be a question of the game balancing making it so you want to build them with enough break between each and it won't actually be better to make as many as you can.
Since the next Anno game has been announced as a Roman setting, Anno 117, over in the Annoverse Discord someone posted a set of Latin/Roman nicknames.
So "Legatus Procerus" wound be "the Tall Legate", while "Legatus Robustus" would be "The strong Legate" and "Legatus Magnus" would be the "Great or Large Legate"
I'm not sure where to ask this, and I'm not sure it needs its own thread, so I'll ask here.
What happens to your units when the age flips over to a new age? Are they magically upgraded to the appropriate beginning unit for the new era? I say this because it seems apparent Firaxis is determined to rubber band lower performing civs to help them be more competitive in later ages.
Or maybe all the units are lost as a result of the crisis. I like this idea better. And I would definitely assume unique units would be lost.
I'm not sure where to ask this, and I'm not sure it needs its own thread, so I'll ask here.
What happens to your units when the age flips over to a new age? Are they magically upgraded to the appropriate beginning unit for the new era? I say this because it seems apparent Firaxis is determined to rubber band lower performing civs to help them be more competitive in later ages.
Or maybe all the units are lost as a result of the crisis. I like this idea better. And I would definitely assume unique units would be lost.
Given the importance of Army Commanders for the movement and control of units, it would make no sense to 'roll over' or upgrade units without also including Army Commanders.
Starting a New Age with a bunch of shiny upgraded units and no Commanders would be a major step back and bring any military actions to a screeching halt until new Commanders were raised/acquired. Given how they are speeding up and streamlining other processes (Trade, building Improvements, etc) I can't see them doing that.
Given the importance of Army Commanders for the movement and control of units, it would make no sense to 'roll over' or upgrade units without also including Army Commanders.
Starting a New Age with a bunch of shiny upgraded units and no Commanders would be a major step back and bring any military actions to a screeching halt until new Commanders were raised/acquired. Given how they are speeding up and streamlining other processes (Trade, building Improvements, etc) I can't see them doing that.
I haven't seen anything specific about unit upgrades, so I think the default assumption has to be that they work the same as previously. If that's so, I don't see why you'd get a free upgrade in the new Age. You're buildings aren't automatically upgraded, so I don't see why your units would be.
I haven't seen anything specific about unit upgrades, so I think the default assumption has to be that they work the same as previously. If that's so, I don't see why you'd get a free upgrade in the new Age. You're buildings aren't automatically upgraded, so I don't see why your units would be.
Well buildings don’t upgrade at all.
And it has been stated that you do get that automatic up to baseline. (the baseline might not even be available in the previous age)
Also we’re not sure what else you lose/ hold onto. At the transition, does all your stored up cash stay? are your units teleported bac to your nearest settlements?
We know at least some cities become towns, and some buildings stop doing anything.
Do those cities/ towns keep all their population as well?
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