If you could give UU's different abilities...

I would like to see the Mongols UU fixed. First off the graphic has them using a spear instead of a bow. Secondly, thier abilities with thier bows and the fact the the bows were more powerful then longbows needs to be taken into consideration. I don't know how exactly they should be set str wise and abilities, but they need to be stronger.

There obviously is a problem with the Keshiks. I think that part of the problem is that 'knight' might be wrong as a category. Perhaps make a heavy medieval cavalry, with the strength of knights but movement 1 and not even the possibility to get withdrawal upgrades (a unit of charging knights had to win, trying to make such heavy horses turn back was not a good idea. if the battle turned wrong many knights would be trampled by their own/each other's horses), and light cavalry that moves 2 , ignores movement penalties, can withdraw, is much cheaper to build, and gets defense bonuses. The keshiks should be an upgrade of that. Though that is essentially a horse archer.
Oh, and it seems (from wikipedia) you're right that the mongol bow was more powerful than the longbow, but it's not just the bow itself that made the English longbowmen so successful, but also the close formation and rapid firing, which archers on horseback obviously cannot achieve.
 
I would support a unique promotion for each UU.

The Spanish Conquistador should have the promotion, "Relgiousize" Where every city taken by a Conquistador with that promotion would automatically have your state religion spread to it.

America should have the promotion, "kickass" 100% attack bonus against any opponent with lower base strength than it.
 

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I would like to see that numidian cavalry gets 100% more gold when pillaging. Hannibal's army was made up of mercenaries, and they got their pays by pillaging Italy. After all, Hannibal was in Italy nearly fifteen years.

And perhaps there should be some kind of pillaging promotion.
 
I would like to see that numidian cavalry gets 100% more gold when pillaging. Hannibal's army was made up of mercenaries, and they got their pays by pillaging Italy. After all, Hannibal was in Italy nearly fifteen years.

And perhaps there should be some kind of pillaging promotion.

hmm, perhaps Fin's properties should be changed to +1 for tile with 3 or more gold (like total realism mod), and then have an added bonus of extra $$ from pillaging? That might be a good way of nerfing Fin a little, and yet adding something to it. Actually, perhaps this extra % of pillaging is better represented in the Org. or even Spi. trait.

You do know that Hannibal's campaign eventually ended when the Carthaginian government lost it's stomach and ran out of money, yes? So, he wasn't pulling that much money out of southern Italy that made it's way back to the capital, is all I'm saying. If anything, Hannibal's armies should pillage for less BECAUSE they were mercenaries. Plus, 15 years is like one turn at 200 BC.

You know, as I just mentioned on another thread, Shaka and the impi didn't happen until the 1800s. I also think the Zulu need a little nerfing. I would suggest moving the impi UU to being a move-2 Pike, reflecting the historical timing a little better. I also think Pikes need to be move slightly earlier on the tech tree, for as it is, it's too close to grenadiers.

I realize that technologically, impi are closer to spear, but, they were scary IRL to freak out early redcoats, so... maybe a 30% withdrawl, 2-move pike with power 7, and only 75% vs horse?

Come to think of it, generally speaking, for gameplay reasons, I think a lot of the UUs should be moved further later on the tech tree. Early UUs are significantly a greater tactical advantage, and I think too many multiplayer games are decided on early war, on the sheer advantage of some civs over others. There is little incentive to play as America when you're on a pangaea with Mongols, Zulu, Romans, and Japan, for instance.
 
You could make Keshiks more like Praetorians on horses. As in, you can upgrade Praets to Macemen, but it isn't worth the cost.

Keshik: replaces horse archer. 8 STR, 2 MOV. -10% when attacking city. Ignores terrain movement costs. Free Flanking I promotion. Immune to first strikes. Does 10% extra damage when withdrawing.

Also, give them bows instead of spears.
 
I'm surprised no one has given ideas for the Gallic Warrior.

I'd give them plus one movement, like they had in Civ3, or at least stacking with the Dun (i.e. getting Guerilla II).
 
I'm surprised no one has given ideas for the Gallic Warrior.

I'd give them plus one movement, like they had in Civ3, or at least stacking with the Dun (i.e. getting Guerilla II).

but they DO have guellia II/+1 movement, with barracks, you just have the choice NOT to give them that, and upgrade them some other way. Ditto with jags.

Gallics are great, but the whole civ is far from ideal. I think that perhaps the Dun giving all units Guerilla I, and allowing melee to be promoted to Guerilla II would make Celts way more dangerous. (imagine guerilla II axe, without waiting for crossbow! Damn!)
 
How about the Aztecs new unit "The slow worker" takes 50% longer to complete all tasks, and has a 50% chance each turn of mysteriously disappearing and joining the American workforce :mischief:



N.B. Joke, peeps, Joke..
 
How about the Aztecs new unit "The slow worker" takes 50% longer to complete all tasks, and has a 50% chance each turn of mysteriously disappearing and joining the American workforce :mischief:



N.B. Joke, peeps, Joke..

:lol:

Then when there's enough of them they can organize and demand social hand-outs from a government they don't even participate in.:goodjob:
 
Immortals with an inbuilt drafting ability. I think they should be basic units (chariots) but should have the ability to draft because that is what they were about. That's how they got their name, because of their numbers.
 
You do know that Hannibal's campaign eventually ended when the Carthaginian government lost it's stomach and ran out of money, yes? So, he wasn't pulling that much money out of southern Italy that made it's way back to the capital, is all I'm saying. If anything, Hannibal's armies should pillage for less BECAUSE they were mercenaries. Plus, 15 years is like one turn at 200 BC.

Hannibal was recalled from Italy because Scipio's army arrived in Africa. Hannibal's army was more or less isolated in Italy, for example they couldn't get reinforcements from Africa. So his mercenary army didn't get money from Carthago, that's for sure.

One reason why Hannibal didn't get many allies in southern Italy was pillaging. His army was not very popular.
 
Immortals with an inbuilt drafting ability. I think they should be basic units (chariots) but should have the ability to draft because that is what they were about. That's how they got their name, because of their numbers.

The Persian Immortals were the Persian elite Imperial Guard regiment, so definitely they were not drafted!

The term Immortals comes from Herodotus who called them either Ten Thousand or Athanatoi (lit. immortals). Persians themselves probably did not use the term.
 
I also believe that the keshik should be moved later in the tech tree. If the mongol UU is to reflect the historical placement of mongol expansion, it should coinside with medieval units (knights, macemen, etc.) just before the discovery of gunpowder. So definately a knight replacement that has a higher withdrawal chance + no terrain movement cost.

All the UUs that replace a musketman should be changed. Since in most games, by the time you can build a couple of musketmen you have discovered the tech for riflemen. I would suggest that all the musketmen UU should have a strength atleast equal to that of a rifleman. This would atleast give the UU a period of time where it might actually be useful.
 
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