DigitalBoy
Emperor
- Joined
- Jun 29, 2006
- Messages
- 1,346
Of all the units in CivIV, the one I use the least is easily the musketman. Not that I don't like the musketman or that the musketman is (in itself) weak; it's just that the guy goes obsolete so quickly that he's replaced by grenadiers before I have the chance to train so much as a half dozen of them, let alone actually use them in a war. Assuming that you have Engineering (which, being the important technology it is, you should already have), Chemistry is just one tech down the road from Gunpowder, making any potential usefulness the musketman might have all too short-lived. In my opinion, this makes medieval war a lot less fun, as it removes most of the incentive to want to build musketmen. On a strictly historical note, it also underscores the revolutionary impact of early firearms on warfare. It's also grossly unfair to those civs that have unique units replacing musketmen.
Musketmen have a perfect niche in medieval warfare in CivIV. They assume the role of city defenders, taking the place of your aging longbowmen. And with a base strength only surpassed by knights (this weakness against knights being somewhat compensated by terrain defense), they make for good units on the field too. Despite these strengths, most of the other medieval units still retain their usefulness when musketmen are on the field. For example, macemen make for better city attackers with their city raider promotions.
Of course, that's all irrelevant when you're 5-10 turns away from gaining access to a 12 strength unit. It makes no sense to me that grenadiers become available as early in the game as they do when the unit they're designed to counter is considerably further down the tech tree (if you bee-line Chemistry, that is). Half the grenadier's usefulness is not in countering riflemen but rather in using their raw strength to overwhelm more dated units (musketmen being one of those "dated" units).
What I would like to see changed is to have the technology "Rifling" as an additional requirement for building grenadiers. Since grenadiers are specifically an anti-rifleman unit, I don't think it's so illogical to require the knowledge to build riflemen before you start getting access to the unit that counters them. And most importantly, it'll give more of a reason to build musketmen.
Musketmen have a perfect niche in medieval warfare in CivIV. They assume the role of city defenders, taking the place of your aging longbowmen. And with a base strength only surpassed by knights (this weakness against knights being somewhat compensated by terrain defense), they make for good units on the field too. Despite these strengths, most of the other medieval units still retain their usefulness when musketmen are on the field. For example, macemen make for better city attackers with their city raider promotions.
Of course, that's all irrelevant when you're 5-10 turns away from gaining access to a 12 strength unit. It makes no sense to me that grenadiers become available as early in the game as they do when the unit they're designed to counter is considerably further down the tech tree (if you bee-line Chemistry, that is). Half the grenadier's usefulness is not in countering riflemen but rather in using their raw strength to overwhelm more dated units (musketmen being one of those "dated" units).
What I would like to see changed is to have the technology "Rifling" as an additional requirement for building grenadiers. Since grenadiers are specifically an anti-rifleman unit, I don't think it's so illogical to require the knowledge to build riflemen before you start getting access to the unit that counters them. And most importantly, it'll give more of a reason to build musketmen.