New Early Game Units

In the scope of a greater "10000 BC" mod those might be interesting.

In the standard game... The time frame these units are interesting is very-very short, there are not many cities around to build stuff, so ultra-ancient units (Right now it's just warriours) are not used a lot.
Also i do not really see the space in the tech tree to put those in.

And the "reduced strength" variants are just too bad (again compared with standard game unit progression). Many players already dislike and avoid Archers because those suck badly... Who would want to build a even weaker version of it ?!

But the things are entirely different, if you plan on a Mod/Scenario focusing on the very erly ages of history.
 
I never build warriors... avoid them like the plague I do. I won't even build a unit unless it's archer or better.
 
If you do this, then you'd have to change the tech tree for more techs before hunting etc to accommodate the new units, and maybe even make the techs a little slower or higher the time to make each tech.
 
I mostly agree with Refar. The scale makes sense for a scenario focusing on earlier periods. I think for an epic game mod it could still work, but I'd keep the Strength 2 warrior as your reference and max strength for the period. You could represent the unit diversity of the period by strength 1 and 2 units that have rock/paper/scissors advantages similiar to the rest of the game. E.g. The Slinger might have a base strength of 1.5 or similar and comes with a version of the Shock promotion for free that gives it strength over Warriors in the field. You might have a melee Tribesman unit that is cheaper than the Warrior and only has strength 1.5.

Probably useless in the standard game except in a crowded scenario, but might see some use on Epic.
 
Refar said:
And the "reduced strength" variants are just too bad (again compared with standard game unit progression). Many players already dislike and avoid Archers because those suck badly... Who would want to build a even weaker version of it ?!

Wait a second... I use archers to protect my cities from barbarian attacks (which are common at higher difficulties). Without them, you can kiss your candy-coated butt good-bye.

NikNaks said:
Yeah, I think with a few more early techs this could work well.

I honestly can't think of some early techs, but it was an idea that I was pondering about too.

strategyonly said:
If you do this, then you'd have to change the tech tree for more techs before hunting etc to accommodate the new units, and maybe even make the techs a little slower or higher the time to make each tech.

I was thinking of adding earlier techs, and decrease the classical beaker rate (or decrease the overall research rate from 5% to 4.5%) to accommodate the new units. Better yet (and you wont like this idea), add at a "Ancient Era" at the start of the game and set the year back to 6000 B.C. (10,000 B.C. is a little obsessive and would just be a enter button fest).

Arian said:
There already exists a peltast. It's carrying a sling so you can use it as a slingman.

Isn't the Peltast a special archer unit? My idea is a earlier archer unit for basic defense.
 
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