futurehermit
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- Joined
- Apr 3, 2006
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Well, supposedly the designers want muskets to be used more post-xpac...
that's trueGiven when the chinese first created gunpowder (as a drug/elixer not a weapon) they could move gunpowder much earlier in the tree - I'm not saying that muskets should come very early - but they certainly could be moved up, away from grenadiers by quite a bit.
It's actually +2 happy faces (with monument) during a crucial period of the game. And you say it like it's no big deal, but it's actually HUGE, especially at higher levels. It makes a HUGE difference! That's 2 more cottages, 2 more farms, 2 more hills, 2 more specialists (assuming sufficient food), etc. Across multiple cities early on...HUGE!
I think Musketmen should have a +50% bonus versus melee units sinse swordsmanship reached a high order by that period. It would make musketmen a more attractive option to counter other civs macemen for example.
Not to mention that heroic epic and west point are opened faster meaning an even faster route to very powerful units being pumped out of your military city...
It does apply to all charismatic leaders, of course, but not all charismatic leaders are able to pump free combat one units from that powerful early military city!
Yes, it's true that cha-agg works best with a close first opponent, but they still work later in the game. Even when isolated I'll go to war later in the game. Admittedly, it wouldn't be the best when isolated, but most games you're not isolated.
Cre/Phi would be a phenomenal combo, I agree.
I just think that cha/agg is going to be extraordinarily powerful in the hands of warmongering human players. Too powerful in my estimation, but I guess time will tell...
is cha/agg stronger than cha/pro or agg/pro or cha/imp?
I don't think so.
You were talking about CR3 units. the combat 1 free promotion isn't doing a lot for the CR3 units.
I mean you still need to be level 4, which you won't be faster (except the cheap barracks) with agg.
On the other side, imp/cha will have earlier GG, for more settling opportunities = earlier CR3 units.
And protective gunpowder units are just as good as aggressive gunpowder units IMHO.
So is agg/cha overpowered? not in my opinion.
Cha+Agg means you have a equal or stronger army than everyone else from the stone age.
10% stronger unit will up you winning percentage from 50% to 66.7% most of the time when fighing the same unit from other civs.
If you choose to use this army early and you could win 2/3 of the early battles, which give you more GGs as Instructors which means you have a even stronger army with those cheap promos as the game progress along.
When against another aggressive civ, It lets your units reach 3-4 promotions so much faster and with that your army will dominate everyone else.
Protective does not give you much when fighting in the open fields.
Cheap promotions apply to ALL unit types which means you can have a much more powerful unit mix, land, sea or air.
If 2 players are equally competent at war in a land map, a Cha+Agg civ will win most of the time.
Against AI, that combo is a rape from the start.
I think that is the reason they are gifting this combo to a civ with the weakest UU and UB combo.
From a purely warmongering point of view, yes of course it will be the most powerful combo. But there is more to the game than just warmongering, you still have to keep up in tech, an unpromoted mace is still better than a combat V Axe, albeit more expensive.
In the couple of times I've played as Toku who has similar traits IMO I've found it quite a challenge to keep up in techs. The plus 1 happy will help with Boudicca, though it will still be a challenge.
Is there a Creative/Protective leader planned? That would throw a spanner in the works of AGG/CHA