Ideas For a UU Like a Fast Settler

iggymnrr

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I've decided to create a civ for my own use, something that uses unused combinations. For instance, a philosophical/industrious civ that starts with agriculture and mining. I'm not averse to a little card stacking so a unique unit like a fast settler, one that can move onto a hill and settle the same turn, come to mind. Any ideas on other possiblities? Haven't thought about a UB yet but, say, a forge with no unhealth comes to mind. Just toss out ideas.
 
Personally I think Agriculture + Wheel is better (the reason being that you will eventually need both wheel and mining, so why not start with the more expensive one and tech the cheaper one?).

I agree that a fast settler doesn't sound so great. It will get consumed in a few turns anyways.

As for UB...maybe a forge that gives, say, +1 :hammers: to all tiles with 3 :hammers: (kind of like the Financial trait)? Would certainly help with Industrious wonder-building. (Or along, the same lines, a library that gives commerce...or a granary that gives food...)

As for UU - a little while ago I had an idea of making a custom unit that had an innate ability to ignore enemy terrain defenses. That is, enemy would not receive defensive bonuses from hill, forest, river, or city walls/culture defense. But the enemy would still have fortify bonus, promotions, and unit abilities. Maybe a little overpowered, but you could compensate for that by decreasing the strength of the unit.
 
i have a link in my signature to a mod that has the unused leader traits.

try posting under the mods section, though. you'll get more help there.

am I the only one who thinks that phi+ind could prove absolute killer? Half cost mids + 2x GPP...

emphatically, no. people have picked up on this ;p creative/charismatic makes a good early warmonger combo, too.
 
PHI IND is good for obsolete.

I'd like it too.

Fast settlers are lame compared to fast workers.
 
emphatically, no. people have picked up on this ;p creative/charismatic makes a good early warmonger combo, too.
It's a little contradictory, though - CRE means you don't need monuments/Stonehenge, but CHA means you want monuments/Stonehenge.

I personally don't see what's so great about IND/PHI...specialists are better for GPs anyways. It's a strong combo, but I don't think it's overpowered, as some people have claimed.
 
IND+Philosophical is very powerful in single player games against the ai... i've tried it
it can be used to create a super city just like in an occ.
there is a mod that bring this and other two absent trait combinations in the game.

also i think fast settler as a uu will be worthless to even start with, non polluting forge might be good enough though.
 
All the talk that used to go on about IND+PHI being overpowered was just silly. Both ORG and FIN are stronger traits so anything involving both (Darius) or either of these plus another strong trait will be inherently better than IND+PHI.

It's a shame that there will never be official leaders with the missing trait combos. Civ IV is incomplete and unfinished without them.

Let's see, unique units...nobody has a longbow UU, and the modern age is short of UUs. That's perfectly understandable as in a lot of games late UUs have no impact, but an Infantry UU could be cool. I always thought the French should have Napoleonic Flying Batteries, ie Cannon with 2 moves...imagine that! :p Or a Grenadier UU based on Napoleon's Imperial Guard. A Grenadier UU could be interesting.

The forge with no unhealth would be very weak compared to other health UUs. Another Library UB might be good, there's only one and it's a pretty important building. I'm damned if I can think of what it might do, though.

Sudden thought - there is no UB that gives an Espionage bonus. That could be intriguing (no pun intended).
 
Interesting so far. Sort of bringing a vanilla idea, never developed, back. Initial idea was to have two UU's with one being the fast worker. Never decided on the second. Perhaps both fast worker and fast settler would not be too much if the worker cost more? Of course there's always a workboat that starts with sentry...
 
I'll suggest ancient stuff:

If you want an ancient unit, then there are options such as the Scythed Chariot (regular chariot with collateral damage on 1 unit and perhaps just +50% vs melee rather than the axe bonus), Hypaspistai for an axe/sword/spear modification with a bonus when defending to represent high morale and the "shield-bearer" idea of the actual unit. For a more novel idea, an archer replacement with slinger - strength remains the same but it has 2 first strikes, a 10% chance to withdraw from combat, Flanking 1 and reduced building cost by 5 hammers. Interesting for a really alternate attacking unit.

If the civilization were the Hittites which I could well picture as atleast Industrial (not really Philosophical though), a Foundry or Armory to replace Forge would work well their theme. I don't think the bonus should be to have the health penalty removed but instead have melee/gunpowder units built in that city to have combat 1 out of the gate - sort of like having aggressive at the cost of a forge. Alternatively, it could just feature +0,5 hammers per resource involved in some sort of forging (Iron, Copper, Gold, Silver, Aluminum, Coal). Bonus wouldn't be cumulative for multiple sources of resource but just 1 hammer per access to said resources. The Hittite UU would obviously be the scythed chariot or alternatively a beefed up swordsman (which is admittedly rather moot with Praetorians already in game).

Those are all I could come up with for now.
 
Fast settler would be good if you could have it not die to barbarians. Then it'd be a top UU. Heck, just having a settler than can't get eaten by bears would be awesome.
 
A fast settler is going to have minimal use (how many settlers do most of us build anyways). Like others have said, a fast worker is exponentially better. At least you will get to wonderspam with that Civ.
 
I've read somewhere (I suppose) that the combination of industrious/philosophical was so much powerful that Firaxis deliberately avoided it. :confused:
 
It's because wonders give GP points and industrious would double them.

See: threads by obsolete for examples of how one of phi/ind is good in the right hands. Both would be silly.
 
am I the only one who thinks that phi+ind could prove absolute killer? Half cost mids + 2x GPP...

66% cost Pyamids, not half cost.

Let's say the Pyramids cost 60 hammers. You make 4 hammers a turn. As a non-industrious leader, you finish it in 15 turns (60 / 4).

As an industrious leader, you get 6 hammers per turn, finishing it in 10 turns (60 / 6).


10 / 15 = 0.66
 
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