explorer, any use?

I only use them as medics because they are so weak there is no danger of them defending first.

If a medic chariot is getting targeted first you are in extremely dire straits. Frankly though you shouldn't be promoting until need said promos anyways, this should leave with the option of making mounted medics at a moments notice.
 
I try to keep my GG medics 1 or 2 generations behind regular units. Appropriately upgraded it will only defend when things are desperate, can be upgraded into a useful unit if you really need it (unlike an explorer), can easily take out crippled units to get that next promotion for healing (if you get hit with collateral) or to be a better medic (maybe mobility for a foot unit).
 
I try to keep my GG medics 1 or 2 generations behind regular units. Appropriately upgraded it will only defend when things are desperate, can be upgraded into a useful unit if you really need it (unlike an explorer), can easily take out crippled units to get that next promotion for healing (if you get hit with collateral) or to be a better medic (maybe mobility for a foot unit).

It depends, I like running around with Medic III/Woody III; normally this guy is born when I've taken a warrior up to WIII against animals, warriors, and archers. I may plan on getting him up to WIII/Medic III/Morale which requires either upgrading him to something that can reliably kill weak units or burning multiple ggs on him.

Late game I go for WIII/Medic III off a RC paratroop; which he stays for the rest of the game, perhaps picking up morale for even more insane mobility.
 
Once you have guilds and HBR you cannot build chariots as Medics. This leaves explorers as the best option. a 2 move unit that with 7xp from a barracks, GG and 1 civic or a barracks and both civics can be made into a Medic3 + morale for 3 movement points. Any other late game 2 move unit will have atleast 10strength and may be the top defender. When playing larger maps (large or Huge) or when forced to fight on two fronts having a 2nd Mash unit really helps.
 
If a medic chariot is getting targeted first you are in extremely dire straits. Frankly though you shouldn't be promoting until need said promos anyways, this should leave with the option of making mounted medics at a moments notice.

I'm a late game warmonger. I usually don't even get my first general until the renaissance and by then there are few two movement units left that will defiantly defend last. I could use a chariot or horse archer or something but an explorer will be just as useful and by then those that survived earlier wars, if there were any built at all, are usually upgraded to stronger units. So yes, since there are other units that fulfill this role just as well as an explorer it has to be considered pretty useless.
 
I was thinking of modding them so that they'd get the 'caravel-ability' of moving through closed borders. I don't think this would instantly overpower them because they can't attack and can't pillage. Closed borders would still maintain much of their functionality as you can't get foreign trade routes with these civilisations and don't get the diplomatic bonus of open borders and missionaries also still can't enter their territory. You can however get a view of the 'closed' land without resorting to spies.

What do you think?
 
Once you have guilds and HBR you cannot build chariots as Medics. This leaves explorers as the best option. a 2 move unit that with 7xp from a barracks, GG and 1 civic or a barracks and both civics can be made into a Medic3 + morale for 3 movement points. Any other late game 2 move unit will have atleast 10strength and may be the top defender. When playing larger maps (large or Huge) or when forced to fight on two fronts having a 2nd Mash unit really helps.


Sure you can. Farm/WS/WM over your your Fe, build chariots, and then mine it back up again. Unless you've settled on the Fe directly you can build medic chariots out until mil trad/rifling. Works great for creating a bunch of cheap garrison troops; if I'm running HR I can save a over a 500 :hammers: by doing this (assuming I don't use my garrison troops later when I go rep/US/PS for actual fighting).

I'm a late game warmonger. I usually don't even get my first general until the renaissance and by then there are few two movement units left that will defiantly defend last. I could use a chariot or horse archer or something but an explorer will be just as useful and by then those that survived earlier wars, if there were any built at all, are usually upgraded to stronger units. So yes, since there are other units that fulfill this role just as well as an explorer it has to be considered pretty useless.
I can't be the only one he puts a sentry chariot on a boat for scouting/fog busting. I quite often have an otherwise useless chariot lying around from the pre-optics days unless I never managed to get 2 promo units.
 
Sure you can. Farm/WS/WM over your your Fe, build chariots, and then mine it back up again. Unless you've settled on the Fe directly you can build medic chariots out until mil trad/rifling. Works great for creating a bunch of cheap garrison troops; if I'm running HR I can save a over a 500 :hammers: by doing this (assuming I don't use my garrison troops later when I go rep/US/PS for actual fighting).

Then you lose the ability to build cannons, pikes, x-bows and knights. All to build cheap chariots? Hopefully you have a number of workers parked nearby to quickly re-mine the tile in case of DOW. With chariots as your HR troops you are going to have a lower power ranking than if you had used longbows/muskets.
 
I was thinking of modding them so that they'd get the 'caravel-ability' of moving through closed borders. I don't think this would instantly overpower them because they can't attack and can't pillage. Closed borders would still maintain much of their functionality as you can't get foreign trade routes with these civilisations and don't get the diplomatic bonus of open borders and missionaries also still can't enter their territory. You can however get a view of the 'closed' land without resorting to spies.

What do you think?
what's the point?
better use spies
 
Then you lose the ability to build cannons, pikes, x-bows and knights. All to build cheap chariots? Hopefully you have a number of workers parked nearby to quickly re-mine the tile in case of DOW. With chariots as your HR troops you are going to have a lower power ranking than if you had used longbows/muskets.

You don't do it for long. Just overwrite your Iron, build a Chariot in each of two different cities and you have two Chariots. Now mine up the Iron again and you're good to go. It's only 2 turns at most for the Chariots and they make very good garrison units in addition to being available as medics.

That said, I still think this is a lame idea because using a Great General for a medic seems like such an enormous waste to me. I'd rather settle him in the Heroic Epic city or (if I somehow have enough settled Great Generals??) I'll put him on an already highly promoted City Raider unit that I want to upgrade to Rifleman. Maybe a nice CR III/Guerilla III/Whatever from Boudica so that I can get totally silly with it.

Or maybe can you even burn them on a Golden Age? I don't remember since Great Generals get settled almost immediately for me. I'd still rather use a GG for a golden age than waste one on a Medic Chariot.
 
what's the point?
better use spies

Spies can get caught. (Wasted hammers.)

Yes, and that would also further worsen the diplomatic relations.

It just seems a somewhat logical ability for the explorer as it is the same type of unit as the caravel and thus should have similar abilities.
Explorers would also be quicker.
 
Then you lose the ability to build cannons, pikes, x-bows and knights. All to build cheap chariots? Hopefully you have a number of workers parked nearby to quickly re-mine the tile in case of DOW. With chariots as your HR troops you are going to have a lower power ranking than if you had used longbows/muskets.

Depends on the situation. If I'm alone with everyone at friendly or please (for those AIs who don't declare at pleased), then may de-link my Fe for the whole game. Otherwise its weights the risk of getting slapped without cannons/ironclads/curis/pike (perhaps even maces) against saving hammers on garrison troops. As such I might just opt to spend a few turns mass building the suckers and then remine.

It is far more efficient to pre-re-build the mine one worker-turn short of completion and keep a worker within range than a whole stack of workers sitting idle. I mean eventually I'm going to remine it may as well keep the cost to a minimum.

Power rating is a harsh mistress. I'm becoming more and more infatuated with the "have a crap power rating but bribe the AIs to immolate each other" or the "keep them at pleased/friendly" line. On deity I can have 100% :hammers: and still not keep up my power rating.
 
On the maps I play at least (Tectonics 70% water) giving the Explorer the ability to attack (no other changes) makes him a much more useful unit since he can now pop huts guarded by Barbarian warriors.

Edit: I also prevent him from capturing cities (like helicopters).
 
*deleted for redundancy*
 
They're also good for surveying foreign continents. See how many cities each civ has, if there are any useful resources there, where the cities are, etc.
 
Fact- Explorer- in civ3 the conquistidor was a good unit

Fact- Explorer- Confuse enemies in multiplayer- they will think its some other unit because no one builds them

Fact- Explorer- should get a bonus on ice or jungle tiles and i think they kinda do

Fact- Explorer- moving an explorer is about 500 times more dramatic than building a cottage

the evidence is clear- Explorers- hero unit of the new millenium
 
You can mass gift them to an AI to distort it's power rating while not actually giving the AI a useful unit.
 
why not mass gift scouts? The AI would waste money upgrading them ;)
 
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