New and Changed Unit Stats

I imagine that siege aren't allowed to attack a unit that is below their max damage (like a Bomber can't bomb when all units are below the max damage)

I think the idea is as follows:

The city defence is bombed away, the units are attacked by (city raider) catapults until they have minimum hitpoints, say 25. Then they are not destroyed, but are allowed to heal. Next turn they'll have 45 hitpoints. The catapults attack again, wounding the enemy to 25 hitpoints getting easy victories and easy experience points. Also the easy experience points count for the next great general.

Since units of 45 hitpoints are extremely easy to beat, you will barely lose units.

The only way to balance it that I can think of is by considering a unit defeated by a catapult to 25 hitpoints as a victory according to war weariness and thus you get a bit of war weariness if you do this in enemy territory. So standing outside a city and continuously wounding the defenders with catapults for easy experience will get you war weariness.

If you think you can do this to an AI that enters your territory (thereby avoiding war weariness). If the AI works well, then it will retreat its stack to its own territory when they are seriously wounded. They shouldn't remain there to be continuously pounded by catapults. A stack of units of 25 hitpoints should retreat.
 
Hi all,

I tried skimming through this thread and I've done a search for 'Musketman' but have come up empty so...

Does anyone know if there has been any confirmed change to make the Musketman last longer? I think I've seen that Cavalry was pushed back, but I havent seen anything about Grenadiers (who were always the prime suspect in making the Musketman obsolete).

Thanks for any info.
 
I think the idea is as follows:

The city defence is bombed away, the units are attacked by (city raider) catapults until they have minimum hitpoints, say 25. Then they are not destroyed, but are allowed to heal. Next turn they'll have 45 hitpoints. The catapults attack again, wounding the enemy to 25 hitpoints getting easy victories and easy experience points. Also the easy experience points count for the next great general.

Since units of 45 hitpoints are extremely easy to beat, you will barely lose units.

The only way to balance it that I can think of is by considering a unit defeated by a catapult to 25 hitpoints as a victory according to war weariness and thus you get a bit of war weariness if you do this in enemy territory. So standing outside a city and continuously wounding the defenders with catapults for easy experience will get you war weariness.

If you think you can do this to an AI that enters your territory (thereby avoiding war weariness). If the AI works well, then it will retreat its stack to its own territory when they are seriously wounded. They shouldn't remain there to be continuously pounded by catapults. A stack of units of 25 hitpoints should retreat.

well one point of that is that your catapults on each attack will also lose some hit points and they Won't Heal. (because they attacked.)

The fact Is I'm pretty sure an AI, if at least semi decent, with an entire stack at 25 hit points would retreat (and if the stack moves the units don't heal)

The only way this really would work is if you are attacking an AI city, one that used to be yours. (to avoid WW) (and then it would get tedious... you would get only 1 exp per unit in the AI city per turn (because the units are weak)... assuming they had 10 units in there, and you had ~20 Catapults so you could cycle them, you would get 10 GG p per turn... good for the first 3, the next would take 12 turns. and thats assuming the AI is just letting you do this. You would have to have attacked their core cities first. and hopefully they won't Vassal to anyone.
 
well one point of that is that your catapults on each attack will also lose some hit points and they Won't Heal. (because they attacked.)

The fact Is I'm pretty sure an AI, if at least semi decent, with an entire stack at 25 hit points would retreat (and if the stack moves the units don't heal)

The only way this really would work is if you are attacking an AI city, one that used to be yours. (to avoid WW) (and then it would get tedious... you would get only 1 exp per unit in the AI city per turn (because the units are weak)... assuming they had 10 units in there, and you had ~20 Catapults so you could cycle them, you would get 10 GG p per turn... good for the first 3, the next would take 12 turns. and thats assuming the AI is just letting you do this. You would have to have attacked their core cities first. and hopefully they won't Vassal to anyone.

Hey, it wasn't my idea and the thing that you're saying about retreating is exactly the same as what I was saying.

We don't know if a unit reduced to 25 hitpoints by a catapult will cause war weariness (in foreign territory). It would be my suggestion to balance it, but this is a new feature of catapults so I don't know how it works with war weariness.

I agree that it will have a limited effect for great generals because of the increase of cost for each subsequent great general. Still, if it wouldn't result in war weariness if you do this in foreign territory, then I think it might be worth it.
 
Hi all,

I tried skimming through this thread and I've done a search for 'Musketman' but have come up empty so...

Does anyone know if there has been any confirmed change to make the Musketman last longer? I think I've seen that Cavalry was pushed back, but I havent seen anything about Grenadiers (who were always the prime suspect in making the Musketman obsolete).

Thanks for any info.

grenadiers have also been moved to a later tech, and i admit, i rarely have ever built musketmen in civ iv, unlike previous versions. umm Military Science or somefin like that is the new grenadiers tech.

I can't wait to see the new tech tree!
 
If you have a stack of catapults you can just heal some that have been damaged while the others hammer the opponent to minimum damage. The promotions you get also regenerate your armies health to an acceptable amount. You don't have to do this with one city, if the first city isn't giving enough great generals you can just proceed to a second city. Keeps their workers FUBAR and stunts their economy (pillaging with the units that have low health)

You could use Police state for decreased war weariness and production and later switch to representation for the science the generals give (3+3=6 science per instructor). It's also really easy to get multiple Academies in your top cities or level up high enough so that you can build the West Point more easily.
 
Does anyone know what's happening with the phalanx???

From What I've heard it'd going to replace the Axeman and get Free March Promotion as it's bonus.
 
Basically its the same as the normal destroyer, but with invisibility and better anti-air capabilities.
 
and it can't see subs

edit:
i wonder if subs can see stealth destroyers?

edit2:
well, i think subs can see stealth destroyers ;) else it would be op

edit3:
i checked the "selected unit" information of a destroyer in warlords.
it doesn't show the "can see sub" line.
so maybe the stealth destroyer can see subs!
sorry for the misinformation
 
From What I've heard it'd going to replace the Axeman and get Free March Promotion as it's bonus.
That's a change I really like - the Ancient Greeks would look cool with an army predominately made of Spearmen (that is, vanilla Spearmen and Phalanxes).
 
I was wondering if anyone knows any more information about the privateer unit. I am looking forward to it, and am hoping that its not possible to tell the difference between the AI privateers (like you could in Civ3 Conquests.)


Of course, they are going to include diferent unit graphics for each civ, so the privateer unit will have the graphics in accord to its ethnicity. :)

As a sidenote: I am really looking forward to diferent ethnic units, but I only hope they don´t commit this mistake.
 
Does anyone know what's happening with the phalanx???
From What I've heard it'd going to replace the Axeman and get Free March Promotion as it's bonus.

What does this mean exactly?
The old stats are like this:

Axeman:
35 :hammers:
5 :strength:; 1 :move:
+50% vs. Melee Units​

Spearman:
35 :hammers:
4 :strength:; 1 :move:
+100% vs. mounted units​

Phalanx:
(Unique unit for Greece; Replaces Spearman)
35 :hammers:
5 :strength:; 1 :move:
+25% Hills Defense
+100% vs. mounted units​

Does this mean the "new" Phalanx has this stats:

Phalanx:
(Unique unit for Greece; Replaces Axeman)
35 :hammers:
5 :strength:; 1 :move:
+25% Hills Defense
+50% vs. Melee Units
Starts with March promotion​

That would be a little bit too weak and a 6 :strength: would be too strong...
 
While the promotion is nice, I really like seeing the Greeks having the strongest melee unit until the Romans' uu (meaning legionaires, though they're called Praets). It fits a little better with history. I'd rather see them rework the techs/early units better. Axemen have always seemed a little wonky to me.
 
yes, that's true. the promotion is very nice. eminently if you updrade your units.
but it makes no differen if you attack with axeman or phalanx (combat odds).

i think this unit deserves to be stronger than the normal axemen (not only with the promotion - but that's only my opinion)
__________________

How about Berserker's Amphibious and Gallic's Guerilla I?
At least March's an all-terran promotion ^^
 
The recent Strategy Informer preview seemed to reflect a older version of the game. If its true that people can end up reporting on earlier version of the game then maybe the forbidden thread was also possibly reporting on outdated info. Maybe that is partially why it was forbidden. I hope it is because i think that the current phalanx is fine. No worser than the bowman. You just have to be smart with it. Plus i hate it when firaxis does non historical and non plausible unit and building replacements. They already got a horseback unit that replaces the chariot that is called the Immortal. The historical immortals were not mounted on horseback. Horseback units are not the same as chariot units. Horseback units could not plausably be available before the horseback riding tech. How moronic is that?!!!!! If firaxis does something similar with the phalanax i''m gona be seriously considering not buying this expansion. It can be ok to unhistorical sometimes but being unplausable is is unfun. A axeman is not a phalanx. If they wanna give the phanlanx some of the axeman's abillites fine. But at the very least they should be in seperate catagories so that there can at the very least be visual plausability.



On another note if they do give the phalanx a free march promotion then they will have to change the Navy Seal. March is the main benefit of Navy Seals but if another unit gets it sooner then that would be unbalanced.
 
The recent Strategy Informer preview seemed to reflect a older version of the game. If its true that people can end up reporting on earlier version of the game then maybe the forbidden thread was also possibly reporting on outdated info. Maybe that is partially why it was forbidden. I hope it is because i think that the current phalanx is fine. No worser than the bowman. You just have to be smart with it. Plus i hate it when firaxis does non historical and non plausible unit and building replacements. They already got a horseback unit that replaces the chariot that is called the Immortal. The historical immortals were not mounted on horseback. Horseback units are not the same as chariot units. Horseback units could not plausably be available before the horseback riding tech. How moronic is that?!!!!! If firaxis does something similar with the phalanax i''m gona be seriously considering not buying this expansion. It can be ok to unhistorical sometimes but being unplausable is is unfun. A axeman is not a phalanx. If they wanna give the phanlanx some of the axeman's abillites fine. But at the very least they should be in seperate catagories so that there can at the very least be visual plausability.

I actually think thats the point of replacing units.

Im not sure how historically accurate this is, but didnt the greeks "not use" axes in battle? Weren't spears the primary weapon of choice for the ancient greeks? If that is so, wouldn't it make sense to take out the Axeman, a unit Greece probably didnt use, and replace it with its UU (Phalanx).

Seeing as how the Axemen is the primary offensive unit in Civ, replacing it with the Phalanx, the greek's primary offensive unit, makes a hellava lot of sense. Especially when you include the fact that historically, Hoplites (ive always just renamed the Phalanx to Hoplite), were exceptional fighters vs other Melee units, and particurally weak vs. horsemen. So for a Phalanx to replace a Spearman is pretty crazy, replacing an Axemen is much better. This remedies the fact that in the game Phalanx as a Spearman replacement, were weak vs Axemen and strong vs mounted.

Now they are Strong vs Spearman/Swordmen/Axemen and Weak vs Mounted, and are the Primary offensive unit for the Greek Empire, which is what they were in history.

The same can be done for the Mongal UU, the Keshik. Mongal's (and other Eurasian Steppe peoples) pretty much invented Horse Archery, its pretty rediculous that the Mongols, never get a Horse Archer Yea the Keshik replaces it, but the Keshik is armed with a Spear. Ive always thought the Keshik should replace the Chariot, since Mongal armies, didnt really use Chariots, the rocky terrain of their homeland would make chariot riding difficult.

Regarding the fact that with the Immortal, one can have a unit that rides a horse without horseback riding, I can honestly say, I never noticed that. As far as I know, Immortals, were unique in the sense they were very mobile and great fighters in close combat. I have no problem with them being a mounted unit since this would make them Mobile, However, I would have them be a replacement of the Horse Archer instead.

Its funny I actually did a lot of adjusting with these units in my own personal game.
 
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