Guerillias

Zorn

Prince
Joined
Mar 10, 2005
Messages
424
I am not sure if I get the point of this unit.
You get it at the same time you get infantry, but it is just weaker, at the same cost.
Basicly the only advantage it has is that it requires no ressource. Still, I figure it to be completely useless.
I am thinking about giving it hidden nationality or make it treat all terrain as roads, or both. Maybe that would give me at least a small incentice to build them.
 
Basicly the only advantage it has is that it requires no ressource
That's not such a small advantage...
Also, still better to have something mediocre Longbows/MDIs upgrade to, than nothing ;). Plus, in C3C the defensive bombardment is useful (mostly for the AI, though).

Warning: Do *not* make them Hidden Nationality. The AI will go absolutely nuts, and stop building anything else in favor of HN land units. For that reason, you will find no HN units in well-tested mods.
ATAR is fine, no problem here.
 
The point is probably to provide a no resource unit at that stage. As Doc said, that is important at times.
 
Ah right, I forgot defensive bombardement and the upgrade possibility. I still think the are too expensive, but I don`t find them completely useless anymore.
That HN is broken in such a way is sad, I was toying with the idea of giving it to submarines, too.
Thanks for tha warning, doc.
 
That HN is broken in such a way is sad, I was toying with the idea of giving it to submarines, too.
Thanks for tha warning, doc.

For Subs, it's a minor problem. The whole mess was introduced in one of the PtW patches, when they wanted to get the AI to build more Privateers.
Since those lousy ships had such a low priority for the AI, they simply made HN extremely delicious for the AI. And only after that the AI went crazy for HN land units (we had them in DyP before, and the AI never built them - then, boom, they built nothing else :lol: ).
Subs (and ships in general) aren't especially high on the AI list as well,, so this won't hurt the game balance substantially.
 
Zorn said:
Ah right, I forgot defensive bombardement and the upgrade possibility. I still think the are too expensive, but I don`t find them completely useless anymore.
That HN is broken in such a way is sad, I was toying with the idea of giving it to submarines, too.
Thanks for tha warning, doc.

What you could do is create a building that creates one after so many turns. Then give them the enslave ability so that they can create other Guerillas. That would keep things balanced.

HN units work fairly well in the early game though, but it would be best to tie them to some sort of resource. The AI definately likes those kinds of units that's for sure.
 
HN Nukes would be nice idea too. Terrorist factions, so it wouldn't be so impossible idea. To balance it: Create wonder which would give changes to build HN nukes and HN guerrilla.

Topic: I think it's wasted money to upgrade Longbows -> Guerrillas, if you have resources to build inf. I never use 'em, I never want to.
 
I like guerillas they look cool. i think they should be able to move through any terrain twice though and have zone of control (do they have that already i dunno).
777 said:
HN Nukes would be nice idea too. Terrorist factions, so it wouldn't be so impossible idea. To balance it: Create wonder which would give changes to build HN nukes and HN guerrilla.
YES! i think they should have a tech that the first one who gets to it is the only one who gets it. like it should be called terrorism. then once you get it you can build "terrorist training camps" or somthing in citys. then those citys can have HN guerrillas and nukes and stuff like that.
 
I just build a lot of MIs and longbows and manage to keep them alive through the medieval age, then do a mass upgrade to guerillas. The huge number of guerillas can help me overwhelm the enemy AI sometimes. I think that the guerillas should have a movement bonus on territory that you control, or in jungles and mountains.
 
CoolioVonHoolio said:
YES! i think they should have a tech that the first one who gets to it is the only one who gets it. like it should be called terrorism. then once you get it you can build "terrorist training camps" or somthing in citys. then those citys can have HN guerrillas and nukes and stuff like that.

But not without some penalties, cos think about if you can build HN nukes... now think about. Or if not HN nukes then suicidal terrorist what could blow up city imp.
 
It's a good idea, but why make only one civ able to get it? That's not really fair, because then one civ can blast the crap out of the other civs and nobody can do anything about it.
 
i rename them s.a.s, give them better stats, give them hidden nationality and invisable, plus marine and paradrop. then i change there tech to smart weapons and cost the same as a carrier. then there cool
 
I like them because they are
1) Cheaper than infantry but have the same attack strength. Let's me save my more expensive infantry to hold the line while my guerrilla's act as shock attackers to help redline the defenders so my cav can break their line when I can't get arty in place quick enough to do that dirty work.
2) Do not require a resource
3) On defense they have a bombard capability and usually remove a hit point from the attacker before they attack.
4) Are great border "scout's" - they alert me to enemy concentrations for sneak attacks when stationed on mountains on my borders and are not so valuable that I have to worry about losing them.
4) They provide an upgrade path for med infantry and longbows
5) They upgrade to TOW infantry which rocks imho.
 
oldStatesman said:
I like them because they are
1) Cheaper than infantry but have the same attack strength. Let's me save my more expensive infantry to hold the line while my guerrilla's act as shock attackers to help redline the defenders so my cav can break their line when I can't get arty in place quick enough to do that dirty work.
2) Do not require a resource
3) On defense they have a bombard capability and usually remove a hit point from the attacker before they attack.
4) Are great border "scout's" - they alert me to enemy concentrations for sneak attacks when stationed on mountains on my borders and are not so valuable that I have to worry about losing them.
4) They provide an upgrade path for med infantry and longbows
5) They upgrade to TOW infantry which rocks imho.
1) They cost the same as infantry.
2) :D
3) :D
4) And what makes them better than Infantry for this? They cost the same.
4) :)
5) Aren't MIs +1 move, +4 defense, and the same price?
 
TOW inf. would be nifty if it would have bonus against armored units. I don't like 'em, slow.
 
Just make them a little bit cheaper and/or make them invisible with 1/6/1-stats and a higher lethal offensive bombard to symbolize a raid-type-unit that mostly operates outside of cities where they're hard to find... as opposed to a regular infantry unit.
 
I remenber a concept of heroic resistance on a previous release of Civ. Was it Civ 2 ?
If a guerrilla won a battle it could reached a status of heroic resistance and double its strength... Something like that.
 
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