Most worthless unit?

I vote tactical nukes as the most useless unit on the game. The range is so short that you'll be mopping up fallout on your borders.
 
I vote tactical nukes as the most useless unit on the game. The range is so short that you'll be mopping up fallout on your borders.

I haven't tried this yet but can't tact nukes be launched from subs?
 
Nukes can't be moved. Nukes cannot evade SDI.

Tact nukes can be moved. Tact nukes can evade SDI.
 
Trireme can blockade a port. Galley can't, Caravel can't, Galleon can't... you have to wait all the way to Frigates to be able to do it. You CAN'T vote for trireme to be the most useless >_<
IMHO the most worthless are Marines. They aren't worthless, but I certainly can live without them. Maybe the major problem with them is that they should be so much better, and have a decent upgrade.

I thought you could do it with a Caravelle.
 
Question: Why didn't I think of that?
Answer: Because it's brilliant!

Great idea... How many times have I waited and waited with a unit on a prime city location, only to have some other dirty rotten civ show up and misplace their city. This way I could tie up the land for a while. Great Idea!

That really is an excellent idea. I'm brilliant, but even I hadn't thought of such an elegant and realistic solution to that 'Must get around to settling that nice plump x on that island over there... ... D'oh! Bloody Russians / Spanish / Iroquois (etc)' :goodjob:
 
If you have a smallish elite military because of civic / upkeep issues or because you are focusing on infrastructure improvements, then having a few ironclads parked on your coastal resource squares makes you impervious to frigates and ships of the line at a minimal cost in production or upkeep. :thumbsup:

Musketeers are still useless despite the recent claims about renewed relevance in bts. 9 strength!? Thats the same as a Maceman! :confused:
 
Useless you are way ahead in techs, subs die too easily.

I never build explorers since I use scouts as medics.

Grenadiers?? Are they still in the game?

Musket don't have much of a life span b4 rifles come along.

Airships what exactly do they do?
 
Ah, yes ironclad, I never built them.

Subs make good recon units, can hide under ice, can carry tactical nukes/guided missile.
Maybe if they can target which ship to attack would be useful (like in civ2/3?)
 
Trireme can blockade a port. Galley can't, Caravel can't, Galleon can't... you have to wait all the way to Frigates to be able to do it. You CAN'T vote for trireme to be the most useless >_<
IMHO the most worthless are Marines. They aren't worthless, but I certainly can live without them. Maybe the major problem with them is that they should be so much better, and have a decent upgrade.

Galleons also can blockade. Triremes kill raiding galleys, and that alone makes them worth building unless nobody -- including barbarians -- is cruising the seas.

Caravels can't blockade, but their strength is enough to kill triremes easily, which makes them the best sea power control ships of the age.
 
Ah, yes ironclad, I never built them.

Subs make good recon units, can hide under ice, can carry tactical nukes/guided missile.
Maybe if they can target which ship to attack would be useful (like in civ2/3?)

Ironclads are of limited use, but if the enemy has a lot of frigates or ships of the line and you have sea resources you must protect, they work fine. It doesn't mean you'll need them every game, but they do come in handy.

Subs -- it would be nice if they could attack better. Either target selection as you say, or going after transports/carriers before better defenders, would give them a special role as transport killers. A general bonus to attack (only on attack, not defending) vs surface ships would also make them better, giving them a better shot at killing, and making destroyers hunt subs a good strategy.

Subs do need to take flanking so they can withdraw. But that doesn't help them much if they can't kill their targets. They just get pounced on and killed the next turn, unless you fight near the ice and can hide under it. They do work well to raid near the polar caps.
 
Triremes kill raiding galleys, and that alone makes them worth building unless nobody -- including barbarians -- is cruising the seas.

Especially now that Metal Casting is the prequisite. That means more galleys running around for them to destroy.
 
Especially now that Metal Casting is the prequisite. That means more galleys running around for them to destroy.

Having Triremes is useful since they can be upgraded to caravels. Shaves a few turns for circumnavigation race.

Airships can detect subs, attack ground troop, recon.
 
Again,if this or that unit does not satisfy you or if you think this and that unit can be bettered why don't you slightly tweak stats into xml files in order to suit your personal taste ?

thanks
 
Hey! Explorers are useful! They can defend your cities! But not well.
 
Please someone, post how you use explorers other than as a medic.

And, if you use them to actually just explore, is it on a map other than Huge?

It just seems that Explorers are the most situational of any unit. Really, I have never used them.
 
As a quick aside, to make explorers worthwhile, they should have a larger visibility range and the ability to move through lands without OB. That would make them more valuable.
 
What if they started out with March?
 
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