New and Changed Unit Stats

GIR

It'sNotStupidIt'sAdvanced
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Beyond the Sword: new and changed unit stats.

Here are a few screenshots I made from the 4 videos at Gamespot.
(Red is everything what is new in BtS)


Naval Units:

Attack Submarine:


24 Strengths, 6 Movement
* Cargo Space: 1 (Carries Scouts, Explorers, Missionaries, Spies, Great People)
* Invisible to Most Units
* Can Move through Impassable Terrain
* Can Explore Rival Territory
* Can Withdraw from Combat (50% Chance)
* +50% vs. Submarine



Submarine:


24 Strengths, 6 Movement
* Cargo Space: 3 (Carries Missiles) (was 1 Special People in Warlords)
* Invisible to Most Units
* Can Move through Impassable Terrain
* Can Explore Rival Territory
* Can Withdraw from Combat (50% Chance)


Missle Cruiser:


40 Strengths, 7 Movement
* Cargo Space: 6 (Carries Missiles)
* Causes Collateral Damage
* Can Bombard City Defenses (-20% per turn)



Destroyer:


30 Strengths, 8 Movement
* Can See Submarines
* Can Intercept Aircrafts (30% Chance)
* Can Bombard City Defences (-16% / Turn) (was -15% in Warlords)

(+Blockads [button]: The unit disrupts the trade route so that no international trade can pass through the blockaded tile)


Stealth Destroyer:


30 Strengths, 9 Movement
* Can See Submarines (it is likely that the Unit will have this ability)
* Invisible to Most Units (it is likely that the Unit will have this ability)

* Can Intercept Aircrafts (50% Chance)
* Can Bombard City Defences (-16% / Turn)
(the pic says -15% but that's an early version of the game. it must be -12% or -16%)


East Indiaman:


(Unique Unit for Dutch Empire; Replaces Galleon)
6 Strengths
, 4 Movement (Galleon: 4 Strengths)
* Cargo Space: 4 (Galleon: 3)
* Can Explore Rival Territory


Carrack:


(Unique Unit for Portuguese Empire; Replaces Caravel)
3 Strengths, 3 Movement
* Cargo Space: 2 (can carry military units) (Caravel: 1 (can only carry scout, explorer, missionary, spy, or great people))
* Can Explore Rival Territory


Frigate:


8 Strengths, 4 Movement
* Can Bombard City Defenses (-8% / Turn) (was -10% in Warlords)


Ship of the Line:


8 Strengths, 3 Movement
* +50% vs Frigate
* Can Bombard City Defenses (-12% / Turn)



Pirates:


? Strengths, ? Movement
* Hidden Nationality
* ???

can blockade ports and plunder trade routes



Ironclad:


12 Strengths, 2 Movement
* Cannot Enter Ocean
* Can Bombard City Defenses (-12% / Turn) (was -10% in Warlords)
 
Air Units:

Now you only can have 4 Air Units in your City. If you build an Airport you can have 8. Also new Air Units receive +3 experience points in a City with Airport. Air Units can receive Promotions like Combat, Ambush, Pinch and new Air Promotions like Range, Interception and Ace.

Fighter:


12 Strengths, 1 Movement, 6 Range
* Can Intercept Aircraft (100% Chance) (was 50% in Warlords)
* Can Destroy Tile Improvements and Bomb City Defences (-8% / Turn) (was -5% in Warlords)


Airship:



4 Strengths, 1 Movement, 8 Range
* Can See Submarines
* +100% vs. Naval Units



Bomber:


16 Strengths, 1 Movement, 8 Range
* Causes Collateral Damage
* -50% vs. Water Units
* Can Destroy Tile Improvements and Bomb City Defences (-16% / Turn) (was -15% in Warlords)


Guided Missle:


40 Strengths, 1 Movement, 4 Range
* Can Evade Interception (100% Chance)
* Can Destroy Tile Improvements and Bomb City Defences (-16% / Turn)



Tactical Nuke:


1 Movement, 4 Range
* Can Nuke Enemy Lands
* Can Evade Interception (50% chance)



Siege Units:

Siege Units now have a maximum damage cap. That means they can’t kill Units when attacking. And they can’t attack Units with health below the cap. But they still can kill units when defending.

Catapult:


5 Strengths, 1 Movement
* Doesn’t Receive Defensive Bonuses
* Maximum 75% damage to enemy on attack
* Causes Collateral Damage
* Immune to collateral damage from Siege Weapons
* Can Bombard City Defenses (-8% / Turm) (was -15% in Warlords)

NO 25% WITHDRAWAL CHANCE


Artillery:


18 Strengths, 1 Movement
* Doesn’t Receive Defensive Bonuses
* Maximum 85% damage to enemy on attack
* Causes Collateral Damage
* Immune to collateral damage from Siege Weapons
* +50% vs. Siege Weapons
* Can Bombard City Defenses (-16% / Turm) (was -25% in Warlords)

NO 25% WITHDRAWAL CHANCE


Mobile Artillery:


26 Strengths, 2 Movement
???


but maybe:
26 Strengths, 2 Movement
* Doesn’t Receive Defensive Bonuses
* Maximum 90% damage to enemy on attack
* Causes Collateral Damage
* Immune to collateral damage from Siege Weapons
* Can Bombard City Defenses (-20% / Turm)​


Machine Gun:


18 Strengths, 1 Movement
* Can Only Defend
* 1 First Strike
* Immune to collateral damage from Siege Weapons
* +50% vs. Gunpowder Units


Gunpowder Units:


Anti-Tank:


14 Strengths, 1 Movement
* +100% vs. Armored Units
* Starts with Ambush



Paratrooper:


24 Strengths, 1 Movement
*Can perform paradrops (Range 5)


Sid’s Tips: “The Paratrooper is a late-game gunpowder unit that is able to Paradrop into any visible tile unoccupied by enemy units within its range. Watch for enemy aircraft as Paratroopers on a Paradrop mission can be intercepted”


SAM Infantry:


18 Strengths, 1 Movement, 1 Range
* Can Intercept Aircraft (40% Chance)
* +75% vs. Helicopter Unit (was +50% in Warlords)

(can receive Range Promotion)


Mobile SAM:


22 Strengths, 2 Movement, 1 Range
* Can Intercept Aircrafts (50% Chance)
* +50% vs. Helicopter Units


(can receive Range Promotion)
 
Gunpowderd Units:


Oromo Warrior:

(Unique Unit for Ethiopian Empire; Replaces Musketman)
9 Strengths, 1 Movement
* 1 First Strike
* Starts with Drill I & Drill II promotion
* Immune to first strikes



Special Units:


Spy:


1 Movement (was 2 in Warlords)
* Invisible to All Units
* Can Explore Rival Territory
* Helps Thwart Rival Spies
* Starts with Commando (was Sentry in Warlords)

It seems that you can have as many Spies as you want in BtS (not only 4 like in Warlords)



Mining Inc Executive:


2 Movement
* Can Expand Mining Inc



Mounted Units:

Units with Flank Attack or Flank Promotion will hurt all Siege Units within the attacked stack. The flanking promoted Unit only deals damage to the Siege Units when it wins the fight (or withdraw from combat).
(It’s some kind of counter collateral damage against siege units.)

Horse Archer:


6 Strengths, 2 Movement
Immune to first Strike
* Doesn’t Receive Defensive Bonuses
* Withdrawal Chance 20%
* 50% Attack vs. Catapult
* 50% Attack vs. Trebuchet
* Flank attack against Catapult, Trebuchet

NO -10% CITY ATTACK


Cavalry:


15 Strengths, 2 Movement
* Doesn’t Receive Defensive Bonuses
* Can Withdraw from Combat (30% Chance)
* +50% Attack vs. Cannon
* Flank attack against Cannon


Ballista Elephant:


(Unique Unit for Khmer Empire; Replaces War Elephant)
8 Strengths, 1 Movement
* Doesn’t Receive Defensive Bonuses
* +50% vs. Mounted Units
* Will automatically target defending Mounted Units first if outside of City Walls


Cataphract:


(Unique Unit for Byzantine Empire; Replaces Knight)
12 Strengths, 2 Movement (Knight: 10 Strengths)
* Doesn't receive defensive bonuses

NOT IMMUNE TO FIRST STRIKE


Archery Units:


Bowman:


(Unique Unit for Babylonian Empire; Replaces Archer)
3 Strengths, 1 Movement
* 1 First Strike
* +50% City Defense
* +25% Hills Defense
* +50% vs. Melee Units


Melee Units:


Vulture:


(Unique Unit for Sumerian Empire; Replaces Axeman)
6 Strengths, 1 Movement (Axeman: 5 Strengths)
* +25% vs. Melee Units (Axeman: +50%)


Dog Soldier:

(Unique Unit for Native American Empire; Replaces Axeman)
4 Strengths, 1 Movement (Axeman: 5 Strengths)
* +100% vs. Melee Units (Axeman: +50%)

NEEDS NO COPPER OR IRON


Holkan:

(Unique Unit for Mayan Empire; Replaces Spearman)
4 Strengths, 1 Movement
* +100% vs. Mounted Units
* Immune to first strikes

NEEDS NO COPPER OR IRON


Landsknecht:

(Unique Unit for the Holy Roman Empire; Replaces Pikeman)
6 Strengths, 1 Movement
* +100% vs. Mounted Units
* +100% vs. Melee Units
 
I'm confused about the catapults "75% maximum damage to enemy." Does this mean they are unable to kill enemy units?
 
Cool, hey I hope they make Impis more powerful, they were WAY to weak in WL.
And the Fighter shouldn't have a 100% chance to shoot down enemies. And why take away 25% withderwal chance Siege Units? Now they can't do hit and runs :(

I'm confused about the catapults "75% maximum damage to enemy." Does this mean they are unable to kill enemy units?
Yep
 
Bonafide I think it's as collateral damage cap

Fighters 100% chance of intercept :eek: That and the 4 unit cap on air units to a city means and end to the bomber party. We will need air medic units. (possible?)

Edit; Catapults, so i read in the other posts that it's a cap on any kind of damage. wow that's bad.

And no 25% withdrawl. Does the treb have any withdrawl?
 
Bonafide I think it's as collateral damage cap

No, i think it is a 1 vs 1 cap.

Collateral Damage: (source: http://www.civfanatics.com/civ4/strategy/combat_explained.php)
Collateral Damage

When attacking stacks, siege units have the built-in capability to damage additional units in the stack besides the one attacked. This is called collateral damage.

Collateral damage is done ONLY by an attacker and only to the stack member(s) that aren’t directly defending. The chosen defender will engage the attacking unit in a regular combat.

Maximum Damage

Gone are the Civ3 days of completely red-lining a unit. Each unit that can do collateral damage has a limit on the amount of damage it can do. These are given in the Units XML file. For catapults, it is 50; cannons 60; artillery 70. Tanks/panzers and modern armor are capped at 60; Cho-Ko-Nu at 60, and (stealth) bombers at 50. That means a catapult can not damage a unit at or below 50 hps. Similarly, an artillery cannot damage any unit at or below 30 hps. Those are hard caps.

I read somewhere that they want to nerf the Siege Weapons and thats how they made it.
If now the Collateral Damage Cap of artillery is 85% (instead of 70%) it wouldn't be a nerf.

* Limited in the amount of damage they can do when attacking. If a weapon is limited to 85% for instance, it won't take an enemy down to lower than 15% of their total health. You'll notice that the limit is higher for more advanced units, which makes upgrading your siege weapons more important than ever.
* Siege units are now also more vulnerable to units with the Flanking promotion so you'll need to screen them with other forces.

So the Collateral Damage Cap for Catapults is still 50%.
But now we have an additional 1 vs. 1 Damage Cap of 75% for Catapults.
 
Whoa. Horse archers are now a very sweet unit. This completely changes a lot of the stances on some UU's. Can you saw "Awesome" to Numidian Cavalry now?
 
Nice.... I'm very happy that they changed the catapult stats. They were very annoying while online.
 
From the medieval era until the modern era, it will now be approximately 27% harder to take cities. Discuss.
 
And the Fighter shouldn't have a 100% chance to shoot down enemies.

That doesn't mean it has a 100% chance to shoot down the enemy!
It only means a 100% chance to fight against the attacking Aircraft (if the attacker has no evade chance like a Stealth or with a new Promotion*)
Now a Fighter can defend multiple times until it is dead! (send first fighters to kill the enemy fighters)

* Air Unit Promotion: Ace - increases the unit's chance to evade interception

Intercept mission allows your air units to automatically attack incoming air units. Interceptors that survive combat can actually continue to run further interception missions on that same turn.
 
Now a Fighter can defend multiple times until it is dead!
I find this slightly concerning. I don't think I'd wanted my damaged fighters fighting. I'd rather them wait to be repaired. I wonder how this'll work.
 
From the medieval era until the modern era, it will now be approximately 27% harder to take cities. Discuss.

Wars are going to take longer because you'll have to drag more siege up from the hinterland.

I loved survivor seige with a medic three GG, but now... ( bottom lip trembles..)
 
Machine guns immune to collateral damage from seige weapons, so not form air units? maybe.

So marines and air units may be needed to dislodge those pesky MGs

About the air changes, we wanted better air fighting, and we got it. Promos, mixed stack, and medic units will be key to victory. Before the dumb old AI just let you park 20 bombers on it's doorstep. Now it's game on.
 
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