strategyonly
C2C Supreme Commander
OK i'm a noob: explain why i should upgrade to the same str units? And if so which one for what reason(s)? see attached????
Especially this early in the game

Especially this early in the game


I'm not entirely in agreement with how those mace line units are established but in play I'm finding it does make some sense... I'm thinking it will STOP making sense to even have them in the game once swords come into the mix though. I've yet to reach an era with swords so I can't say for sure.
However, at least at that stage depicted, the Stone Axemen are very good at tackling melee but if you're trying to take a city defended by any non-melee units, the Stone Macemen are much stronger.
Therefore, I build a couple Stone Axemen for the contingency of encountering melee along the way and one goes in each city to protect against melee units, though they don't do well defending against Stone Macemen since Stone Macemen have both some anti-melee and city attack and combined it slightly overwhelms the benefit vs melee the Stone Axemen have, but do protect very well against Neanderthals and Spiked Clubmen and are a good preparation for better axemen to come which are critical in properly defending a city.
Stone Macemen, however, are useless in any role other than invasion.
I guess what i am asking really about is the stats, will i lose my melee bonus i have already, or is that 25% more than i have currently etc stuff like that???
I guess what i am asking really about is the stats, will i lose my melee bonus i have already, or is that 25% more than i have currently etc stuff like that???
Well you also have to account for the unit promotions you have on your unit vs what a base spiked clubman would have. When you upgrade you should still retain the promotions you had before.
Spiked Clubman
- Strength 3
- +25% vs Melee
Stone Axeman
- Strength 3
- +50% vs Melee
Stone Maceman
- Strength 3
- +25% vs Melee
- +10% City Attack
So upgrading to a Stone Axeman would give you +25% more vs Melee. And upgrading to Stone Maceman would give you +10% City Attack. If you want to attack cities then go with the Maceman. If you want to attack melee units then go with the Axeman. And if you are short on money then don't upgrade at all and stick with the Spiked Clubman.
OK these are all fine explanation, but what if the enemy AI is a few techs ahead of you and they have a (so called) Archery unit, how can you attack those, or whats the best option then, i see NO archery + anyplace (just incase?)![]()
OK these are all fine explanation, but what if the enemy AI is a few techs ahead of you and they have a (so called) Archery unit, how can you attack those, or whats the best option then, i see NO archery + anyplace (just incase?)![]()
I think Trained Dogs should also be buildable if you have the building Kennels which can be built with subdued wolves. I suppose this means that the Kennels should also give Dog resource or will that cause problems?
What about the Kennels? Do I get rid of them or have them produce the resource dog and allow them to build a new unit "untrained dog"?
I would prefer if we kept the Cannon name the way it is. I think we need a default Cannon unit and then make a Heavy Cannon that's more powerful to compare it to. I think not having a regular Cannon is a bad thing as it leaves out a touchstone in the middle of the unit tree.
@ls612
Can you give any unit that requires Flintlock tech a +15% production boost with Flint resource?
Thanks!![]()
The problem is we have many types of "Cannons".
- Bombard - Primitive Cannon (Good at City Attack/Bombarding)
- Great Bombard - Primitive Large Cannon (Good at City Attack/Bombarding)
- Motar - Large Cannon (Good at City Attack/Bombarding)
- Heavy Cannon - Large Cannon (Good at Attack/Bombarding)
- Falconet - Medium Cannon (Good vs Melee and Gunpowder)
- Culverin - Light Cannon (Good vs Siege Weapons)
- Ribauldequin - Multi-Barrlled Cannon (Good vs Melee/Archer/Gunpowder)
- Organ Gun - Advanced Multi-Barrlled Cannon (Good vs Melee/Archer/Mounted/Gunpowder)
Great Bombard -> Motar -> Light Artillery
Bombard -> Heavy Cannon -> Light Artillery
Bombard -> Falconet -> Light Artillery
Bombard -> Culverin -> Light Artillery
Bombard -> Ribauldequin -> Organ Gun -> Gatling Gun