It's 3425BC and I have a chu-ko-nu

Dupin

Chieftain
Joined
May 27, 2009
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The weapons upgrade is a bonus that players can now get from city ruins (viz. goody huts) in Civ V-- this just means that whichever unit gets the hut/ruins has a chance to be upgraded into the next tier for that line of units (warrior-> spearman, scout-> archer). In a recent game as China, I was lucky enough to get two such weapons upgrades for my exploring scout, leading to a chu-ko-nu at 3425BC :crazyeye: . About 3500 years too early, but every bit full of win. The ckn, for those who don't know, can attack twice on the same turn, and this super early ckn still retained the same mobility it had as a scout. I didn't play this game out, beyond rushing to more ruins and hoping to pop a mech infantry :p .

I really hope this gets fixed-- a mobile ckn on turn 24ish, on epic, is unfair, and anachronistic. Sure, a ckn is still vulnerable to most forms of melee attack, but if this happened against me in a multiplayer game, I'd feel really slighted. I'm not sure if there is a cap to how many times you can chain the weapons upgrade from ruins, but my argument is that you shouldn't be able to chain it at all. If you're lucky enough to get a spearman, cool, but magic ckn/crossbows just feels wrong.

By the way, I love this game, and this community, I just thought you'd appreciate this little quirk in the early days of CivV. Here, I've also attached the screenshot of the ckn. I was half hoping there'd be a steam accomplishment: "The DeLorean goes 88: here have a chu-ko-nu!"
 

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Yeah in a SP prince game I was running around with an infantry in ancient, I just quit the game, way to OP
 
I made a post not to long ago about me having a rifleman around 2900 BC.

Kinda gave me the entire continent
 
Wow! I haven't had this happen, but I am definitely going to turn off ruins when I start playing MP.
 
They really need to fix this, totally ruins the game. Need to set a cap of max +1 advanced weapons, and then some random reward after that.
 
Seems like the old "train your warrior in new techniques" thing they had in Civ 4 would work better. Just give the unit some XPs.
 
I'm thinking in my next start I'm going to turn them off aswell. It really seems to much and always seems to happen. Once per unit, that's liveable, spearmen in 3500 BC is a little stretch, but can be explained away easy (in my mind I just see it as finding good weapons in a city that died out for some reason) but that same explanation I use starts to stretch to much when I get pikemen+
 
I'm thinking in my next start I'm going to turn them off aswell. It really seems to much and always seems to happen. Once per unit, that's liveable, spearmen in 3500 BC is a little stretch, but can be explained away easy (in my mind I just see it as finding good weapons in a city that died out for some reason) but that same explanation I use starts to stretch to much when I get pikemen+

Haha, I laugh out loud with this one.

Thanks for the share Dupin, happened to me the same, funny, and yet, not so funny. Since then, I play with relics off. :)

cheers
 
I dont like ruins either,especially so because I hate wasting early production on a scout to get them.

Turn them off, ignore building a scout until much later, focus on monument and worker first :)
 
I hate that the only way to upgrade a scout is to get those ruins, you have this nice scout thats got a few experience and levels and then it literally becomes useless by the time you have swordsmen, I think scouts should upgrade to something.
 
Yeah each unit should only upgrade once from ruins and any time you upgrade a unit you should lose any promotions/abilities that the new unit wouldn't have been able to pick up.
 
Is the ability to upgrade a Chu Ko Nu and have them still retain their shoot twice ability a feature or bug? If the latter, I won't do it just so I don't come to lean on it when it's patched.
 
Is the ability to upgrade a Chu Ko Nu and have them still retain their shoot twice ability a feature or bug? If the latter, I won't do it just so I don't come to lean on it when it's patched.

I think it's a feature but it honestly needs to be removed. It certainly isn't helping the fact that the game is too easy.
 
Actually, I've concluded that the Chu Ko Nu retaining its ability isn't THAT overpowered. For instance, when you upgrade it to a Rifleman, it loses its 2 range, so a lot of the time you're too damaged to hit twice anyway. I prefer the Chu Ko Nu itself so I can shoot twice from afar.
 
They need to patch it so that a unit can't get beyond spearman/archer. Its ridiculous when I have a crossbow a few turns in, that still has the scouts ability to move through tiles.
Child's play to go and blitz any other nearby civs, they don't have a chance against a range 12 bombardment attack.

Someone posted before that the AI got an infantry unit like this....
 
At the very least, a unit shouldn't be upgraded to a different unit via a ruin if you don't have the technology to create the unit (in this case, the machinery tech (?) for producing CKNs
 
At the very least, a unit shouldn't be upgraded to a different unit via a ruin if you don't have the technology to create the unit (in this case, the machinery tech (?) for producing CKNs

Well, I think its fine to get a single spearman or archer even if you don't have bronze working or archery yet. But you shouldn't ever be getting higher tech units from ancient ruins.
 
It seems odd that a civilization in ruins would have far more advanced military technology than the rest of the world. Didn't they think to shoot invaders with their repeating crossbows or rifles? Heck, the survivors could even use said rifles to take over a new city to live in or get revenge on whoever destroyed their city.
 
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