And how exactly do you use any of the other special units from civ v any different than their normal counterparts? you don't.
Have youa ctually played Civ5 DLC? I doubt it. You use Keshiks just like knights? Slingers just like archers (you can, but that would not be optimal)? Have you tried to use the naval capabilities of berserkers? And even in the normal game, you have camel archers, Longbowmen, Janissaries etc. that all open new strategic possibilities.
That is what I call creative. Slapping on a few strength points or promotions has also been done with a few CIv5 UUs, yes, but it was standard with all civ4 UUS except the ballista elephant (but then, that sucked and was often voted worst UU of all)
They are the same thing just with a different name and a few less hit points. Also, a unique unit should not be game changing, even if they were, which they are not.
And I think it is fun if they do change the game, and open up new strategies. If it's just a little more effective, what new experience does it add? Why should I pay for it? Supporting expansion power creep?
Alright, first you accuse me of knowing nothing about history because I said that a cataphracts is a unique unit. What that tells me is that you think a unique unit has to be something we've never heard of before. So how about this. The unique unit is now a giant squid that shoots lasers and can also build great wonders in 0 turns. There is something you have never heard of before, is that a good enough unique unit for you?
No, that unit is stupidity, and you know it. I want creativity in implementation, not fantastical creations that do not fit either in the game's atmosphere or the balance of the game.
Also, you have no right to call me ignorant of history based on the context that I gave you. Than you say I am projecting this lack of knowledge upon someone I don't know?
You say to me "I guess you've never even heard of cataphracts!". I look at that sentence and analyse it. The only reason why you would post that sentence is because you think cataphracts are something arcane that few people know about. On that, I am sorry to disappoint you, you are mistaken. Because of that judgement call on your part, I then analysed that you were projecting your lack of knowledge about cataphracts on me. If you wish to avoid such comments from me and others in the future, phrase your statements in a less offensive manner. It would have been far better had you posted "Cataphracts were really creative to me! Civ 4 exposed me to the existence of these armored horsemen for the first time!".
Of course, this isn't a very creative unit type for Byzantium, it is a pretty easy fit, but it doesn't need to be creative either. Some more creative
implementation would have been nice though. But then I am reiterating my previous argument.
Same thing. Here you go again using the exact same arguments towards every creative unit I gave you.
Because they aren't creative at all. Just because it is a unique unit, does not automatically make it creative. A unique unit can be creative in two ways:
1) In idea: Byzantine death ray cannon shooting mega squid. I think we can both agree that is not what we want. We want UUs to match some aspect of the civs history. So that is where we need very little creativity.
2) In implementation: a creatively implemented unit is a unit that is more than a slightly buffed regular unit.
All of the units I have given you are significantly better than their regular counterparts. This creates and advantage for any player who chooses them in the given era of the unit's use.
So I am paying money for more powerful units only? I might as well open the XML files and do that myself.
Tell me how a maori warrior is any more creative then an oromo warrior. As far as I can tell it isn't. Both are historical units used by each country they are from. You have tried to say that all of the other historical units are not creative enough. I'm sorry that history has not provided enough "creative" for you to appreciate it.
Again, creative in implementation. Creativity with history (what I referred to as "idea" above, or your squid monsters) would be so stupid IMO, that I did not even feel the need to explain that in my previous post. But now I have, and I hope clearly enough.
We are not getting more, we are getting less. For the last time, go to the
bts info center and see what Beyond the Sword came with.
Number of Civs doesn't mean anything to me if all they are is two traits, slapped together, and then add a unique unit and a unique building that do the same as the regular one (but then slightly better). This shows no creativity, cookie cutter crap, that I could easily have done myself, but didn't feel the need to, because it adds little to the game. Oh, and because I apparently need to spell it out: no creativity
in implementation.
Civ5's Keshiks, the polynesian ability to embark immediately, the Inca's focus on a hill and mountain based civilization: those are creative, those I would not be able to mod in (and playtest) myself, so those I am willing to pay for.
Other Civ 4 BTS features such as corporations and espionage were poorly implemented. Admittedly, I kinda liked corporations because you could do really broken things with them, but that does not improve the product a lot.
What we are left with then, is a few wonders. One of these only worked for the AI (statue of zeus - the AI had serious reduction in war weariness, so building the SoZ didn't hurt them at all). So, BTS: 20 for a few wonders and a few lacklustre civs? Give me Civ5's 3.50 for a truly unique and creative civ any day. And if they release a really lacklustre civ I can even choose not to buy it.
Also every now and then you posted a few arguments that basically boiled down to civ5 itself being crap/unfinished. I choose to ignore those because we are discussing DLC/Expansions here, not the core game itself.