Discussion in 'Civ4 - General Discussions' started by CivIVMonger, May 24, 2009.
where's the poll?
I'll help out with a summary:
This includes civilization, unique unit name, unit it replaces and benefit over the replaced unit. This kind of list should more accurately reveal where each unit's speciality and often neglected drawbacks lie. Corrections welcome! List is based on Civ 4: Beyond The Sword 18.104.22.168 (build 81539) data from Civilopedia.
Navy Seal - Marine
+1-2 first strikes, starts with March
Camel Archer - Knight
+15% chance to withdraw, doesn't need horse and iron
- needs Archery
Jaguar - Swordsman
+Starts with Woodsman, 5 reduced cost, doesn't need iron
Bowman - Archer
+50% vs. melee units
Cataphract - Knight
- No immunity to first strikes
Numidian Cavalry - Horse Archer
+50% vs. melee units, starts with Flanking I
Gallic Warrior - Swordsman
+Starts with Guerilla I, can be built with copper
Cho-Ko-Nu - Crossbowman
+1 first strike, causes collateral damage
East Indiaman - Galleon
+2 Strength, +1 cargo space, can explore rival territory
War Chariot - Chariot
+1 Strength, immune to first strikes
Redcoat - Rifleman
+25% vs. gunpowder units
Oromo Warrior - Musketman
+1 first strike, immune to first strikes, starts with Drill I and Drill II
Musketeer - Musketman
Panzer - Tank
+50% vs. armored units
Phalanx - Axeman
+100% defense vs. Chariot
Holy Roman Empire
Landsknecht - Pikeman
+100% vs. melee units
Quechua - Warrior
+100% vs. Archery Units, starts with Combat I
Fast Worker - Worker
Samurai - Maceman
+2 First Strikes
- Can't be built with copper
Ballista Elephant - War Elephant
+Targets Mounted units first in combat outside cities
Hwacha - Catapult
+50% vs. melee units
Skirmisher - Archer
+1 Strength, 50% chance for additional first strike
Holkan - Spearman
+Immune to first strikes, doesn't need copper or iron
Keshik - Horse Archer
+1 First strike, ignores terrain movement costs
-Isn't immune to first strikes
Dog Soldier - Axeman
+50% vs. melee units, doesn't need copper or iron
Janissary - Musketman
+25% vs. archery, mounted and melee units
Immortal - Chariot
+50% vs. archers, receives defensive bonuses
Carrack - Caravel
+1 cargo space, can transport military units
Praetorian - Swordsman
-5 additional cost, no +10% city attack
Cossack - Cavalry
+50% vs. mounted units
Conquistador - Cuirassier
+50% vs. melee units, receives defensive bonuses, upgrades to Gunship
-Doesn't count as post-gunpowder unit for ignoring wall bonus
Vulture - Axeman
-25% less bonus vs. melee units
Berserker - Maceman
+10% city attack, starts with Amphibious
Impi - Spearman
+1 movement, starts with Mobility
Fast worker, or praets.
Quechua starts with combat 1.
Praetorian loses the +10 vs cities that swordsmen normally enjoy.
Ragnars' Berserkers! Upgradeable amphibious city raidin' fun 'til the end of time.
Conqs are the most fun you can have without liqour, guns, or kids.
I've always been a Samurai fan because I like studying Samurai history.
Keshiks for the most fun.
For pure blunt-force strength prats, for versatility fast worker.
Immortals get +50% vs. archery units, not +25%-
Unlisted drawback of Conquistadors: Don't count as a post-gunpowder unit for ignoring walls. This is probably an oversight (initially they replaced knights, not cuirassiers).
Quechua. Whether allowing a gamebreaking rush or merely keeping barbarian archers out of my hair, they are excellent.
Skirmishers are starting to become a favourite, because they are also a reliable rush/anti-barbarian unit that remains cost-effective for a very very long time.
churn these out, straight to drill IV and go forth.
Redcoats ,City garrison 3 drill 2 city defender. Excuse while i go to the Bathroom.
And I'd choose Cossacks cause their strength is 18 in my version of Civ, not 15, and the bonus is still there.
Fast Worker, Redcoats, and Keshiks - and Janissaries, though that's more situational.
Praetorians are IMO overpowered, so I don't really like to play with them. Even when I'm pissed and need to take out my anger, I prefer at least some challenge.
Marine Seal, Redcoats, Phalanx and Conquistador....
I said FW in another thread but I change my mind to Immortals who have the most overpowering and dominate speed/strength combo.
FAST WORKERS! Purely due to URSExelcior video They are clearly the most advanced/deadly unit!!!
I like the Ballista Elephant, but only for coolness factor. It's not all that Practical.
Carrack, everyone who thinks else, is wrong.
I say it depends a lot on what kind of map you play, as well as on your playing style.
Carracks are great on maps with a lot of water, and will give you a huge advantage in being able to settle the new world on a terra map. But if you're playing a pangea map, they don't do you much for you at all.
On smaller archpelago maps where you can island hop with galleys, Berserkers are easily among the best. But once again, on a pangea map, they're not that powerful (although being able to attack across a river without penalty is nice).
On maps with larger, sparsely populated landmasses with lots of forests, jungles, or hills, an argument could be made for the Keshik.
Praetorians are great all around UUs, no need to say much else about them.
I also understand the argument in favor of the Fast Worker, as they are resourceless and available the whole game, but they're just too boring to be considered the best.
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