Not.Bad said:Mongols in general are crazy early warmongers. I assume their UB is a Stable that replaces Barracks, and gives +4 experience to mounter units as well. Just wow. Both trait combos of the leaders are very interesting now.
Watiggi said:The Mongol UB is the "Mongolian Ger" and it replaces the Stable. That means that there is a generic Stable improvement that everyone can build...a new building
I do wonder what the Stable does though, because the Mongol UB does +4 xp for mounted units on top of that.
Oh btw, I think the +2 scientists means that the city can have an additional 2 scientists on top of what the library already grants (which I think is 2). I don't think it means literally 2 free scientists - it just lets you allocate 2 more scientists.
I gotta say though: I think Genghis is the real warmonger in this. If the Aggressive trait is modified so that it also allows for the Stables to be built quicker and does somethig about only giving mele units the Combat bonus, then you will have a rather powerful, military focused leader and game style where its all military and all war.
There is another link that talks about something and the Stable comes up. There is no explanation about it or anything either though. I initially thought that it was a mistake, but now it looks like it wasn't.Not.Bad said:That goes with my beef about the IGN article in general. I assumed since their was no Stable building mentioned, that it simply replaced the Barracks. You're probably right though, and I too am curious to it's effect.
I guess it depends on your play style and whether you take advantage of it. Another way of looking at it is that in the late game you can have 2 extra scientists per city over everyone else.Not.Bad said:That seems largely useless then. It's not often in the early game that I have the population to devote to 4 scientists. I understand it could speed up a Academy rush build and all that, but even when I was devoting two to that purpose, they were quickly dismissed to get back to pressing matters, such as building my empire.
I guess it depends on your play style and whether you take advantage of it. Another way of looking at it is in that late game you can have 2 extra scientists where everyone else will only be allowed to have one.
Watiggi
Watiggi said:...maybe it is 2 free scientists?
Isabella has to build the Walls and then she can build her Citadel! That will mean that she will be defensively strong too. Once she builds the Citadel's, she can crank out the catapults with +2 xp.
Good point.Not.Bad said:Can't be, that's the entire effect of the Great Library, available to every city, with no upgraded cost.
Believe me, having 3 promotions for a seige unit built in any city is a good thing. City Raider III catapults/trebuchets are powerful as they wont be sacrificial units. Very powerful.Not.Bad said:I thought about this one as well, and I too find it a tad underwhelming, simply because with the Spiritual trait, Izzy is one of the few Civs to have no issue switching in and out of Vasalage/Theocracy for the +2 exp needed for the vital second promotion. On the other hand, she is the only early game Civ who can get a +10 exp unit out of the box (Barracks, Citadel, Vasalage, Theocracy), but it's on a artillery unit, the unit you sacrifice the most.
Yeah. Cyrus is another that quite frankly surprises me. I think the Charasmatic/Imperialistic trait is a killer war combo and I am blown away by the fact that Cyrus got it. Well, I am surprised anyone got it actually.Not.Bad said:Cyrus is right up there with Genghis, Kublai, and Tokugawa for Warmongering. Faster promotions and more generals can quickly catch up to the free promotions all together. Especiall given his UU with it's massive withdrawal chance, and therefore lifespan.
I dunno. Drill I isn't that great to me. It is only a first strike chance and I think it will do bugger all. The benefit will be the fact that it wont need much to get Drill II. Another thing, a unit cannot get Drill I, City Garrison I and Combat I automatically. They will either get Combat I or Drill I/City Garrison I. But either way, Tokugawa gets a lot of promotions.Not.Bad said:I'm also handing the title of greatest War Mongerer to Tokugawa, hands down. Unless they've changed the aggresive traits. Archery/Gunpowder units with Drill 1, Garrison 1, and Combat 1 Promotions is absolutely frightening. Then to be able to turn around and attack with Samurai's and Trebuchets? Ugh. Then you upgrade them to grenadiers, and you have Grenadiers with Drill I and City Raider promotions, who can Garrison effectively as well? Wow. I will be playing Tokugawa simply so I DON'T have to face him on the field.
Yah! I can see a lot of first strikes with the free Drill I for the Cho-Ku-Nu's. 10 xp will get them Drill IV I believe Which I think means 6-9 first strikes I think.Not.Bad said:I would say either China leader is the midgame Tokugawa stopper though. 3 firststrike chances for their UU? Hot damn.
I dunno. Drill I isn't that great to me. It is only a first strike chance and I think it will do bugger all. The benefit will be the fact that it wont need much to get Drill II. Another thing, a unit cannot get Drill I, City Garrison I and Combat I automatically. They will either get Combat I or Drill I/City Garrison I. But either way, Tokugawa gets a lot of promotions.