[GS] Consummable resources is a nerf to Rome

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The new resource system in Gathering Storm is a nerf to Rome because now, you actually need a certain amount of iron to build each legion unit. No longer, can you upgrade warriors into legions just with gold. I consider this to be a good thing because legions were way too powerful before as a resourceless unit. It was too easy before to just hoard some gold and instant upgrade warriors into legions.
 
It's a nerf to Rome and warmongering in general. It's interesting that there are some uniques that still don't require resources like the Toa. The Maori might be better than Rome at early war.
 
It's a nerf to everyone except nations that have strength bonuses and/or nations that have a great unique unit that doesn't require resources.
 
It's a nerf to Rome and warmongering in general. It's interesting that there are some uniques that still don't require resources like the Toa. The Maori might be better than Rome at early war.

Yeah, I just noticed because I played a game as Rome this weekend. it definitely slowed down my warmongering against Georgia a little because delayed my upgrade to legions. But once I got legions, I still steamrolled Georgia easily.
 
Here's the interesting thing: Different unique units have different costs.

  • Swordsman costs 20 iron
  • Legion costs 20 iron
  • Kongo costs only 5 iron
  • Immortal costs 10 iron
  • Hypaspist costs 5 iron
By far the most broken unit now is the Maori. It has slightly higher tech [construction instead of Iron working]. But it's insane.

Toa:

It is 40 strength.
It costs ZERO iron
It gives a stackable -5 str to adj. units: i.e. at worst case it is a 45 str swords replacement, at best with multiple Toa it can get insane str. difference.
It can also build a fort like the legion, the fort does everything the legion fort does but also has the Arabian ability of heals regardless of attack/move.

With the introduction of resource based units, uniques that don't cost a resource are now ironically even better than before. This is because unlike before, you won't even be able to match their Tao with equal
 
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I actually think it is a good nerf. Rome was (and still is) too good.

Now they just need to take the axe to the rest of the early UUs...
 
If you want to war in classical now I think you need magnus first and an two encampments. Having this you can uprage three legions right away with +10 stockpile capacity. Then you have magnus in your best production city and hard build the others for 80% off iron. That can become tricky because without pingala you might run into knights early. I think a knight push is far better with mercenerys. If you have two encampments you get a general very quickly and get 50% off upgrade cost so a night is at 140g and 10 iron. These are six direct knights. Autocracy is really key here. You can run up to three red cards which is cruical. You want reduced cost, pillage and the +1 iron card, just switch out for upgrades. When at zero iron built more charriots and repeat. If you have enough gold or iron switch out reduced gold or more iron for a production card. Go for monarcy if you want to keep on warring. You can repeat with curassiers into tanks. With a gerneral, no dark age and a ram you go nuts. You can pillage loads of gold, science, culture and faith. You will get mercenarys fast if you have pingala in your cap with +1,3 culture per pop, autocracy for more culture from monuments and maybe a culture pantheon.
 
UUs are fine now since they need resources. The problem before was a civ with UU would have infinite due to no resource requirement.

Sadly they still thought it appropriate to leave a UU in early game (Tao). But what else is new, the maori seem to have everything.

now I think you need magnus first and an two encampments. Having this you can uprage three legions right away with +10 stockpile capacity. Then you have magnus in your best production city and hard build the others for 80% off iron.

Encampments are kinda Moderator Action: <snip> now, they lost their bonus and got nothing else in return. Also considering Iron Working is right after Bronzeworking, stockpile really won't come into play. By the time you settle a city near Iron, make a builder, expand your border, send builder over to mine: you'll definitely have Iron working.

Moderator Action: Please review and comply with our rules regarding use of inappropriate language -- Browd
Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889
 
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Here's the interesting thing: Different unique units have different costs.

  • Swordsman costs 20 iron
  • Legion costs 20 iron
  • Kongo costs only 5 iron
  • Immortal costs 10 iron
  • Hypaspist costs 5 iron
By far the most broken unit now is the Maori. It has slightly higher tech [construction instead of Iron working]. But it's ******* insane.

Toa:

It is 40 strength.
It costs ZERO iron
It gives a stackable -5 str to adj. units: i.e. at worst case it is a 45 str swords replacement, at best with multiple Toa it can get insane str. difference.
It can also build a fort like the legion, the fort does everything the legion fort does but also has the Arabian ability of heals regardless of attack/move.

With the introduction of resource based units, uniques that don't cost a resource are now ironically even better than before. This is because unlike before, you won't even be able to match their Tao with equal

The Toa is a great unique unit but the Maori's spawn has always been really bad in my experience. They're often smashed up against another civ or city state, so don't have much room to expand and start 10 turns behind everyone else. So, even though the Toa seems great in theory the Maori as a whole are not.
 
There's also the Incan UU which doesn't require resources either and is effective all the way up to industrial era.
 
UUs are fine now since they need resources. The problem before was a civ with UU would have infinite due to no resource requirement.

Sadly they still thought it appropriate to leave a UU in early game (Tao). But what else is new, the maori seem to have everything.



Encampments are kinda Moderator Action: <snip> now, they lost their bonus and got nothing else in return. Also considering Iron Working is right after Bronzeworking, stockpile really won't come into play. By the time you settle a city near Iron, make a builder, expand your border, send builder over to mine: you'll definitely have Iron working.

Moderator Action: Please review and comply with our rules regarding use of inappropriate language -- Browd
Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889

Yes. If you read my post, you have noticed that the stockpile advantage comes in play for a knight push. You may be very able to stockpile up to 60 iron for it. Further didn't they lose their bonus. Generals are still very good and you gain exoerience and hammers to cav/melle units. Its okay. You may aswell run one of them. You want the boost for building one district anyways, so if you manage to kill three barbs fast, camp is a good option.
 
In fairness, it also means your opponents are slower to build units that can counter you, so I don't consider it a big nerf.

It's also an indirect buff to Anti-Cavalry (including Anti Cav unique units) which was very much needed.
 
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