[GS] New units in Gathering Storm

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So, with the Cuirassier practically confirmed, here are the unit trees as of GS (that we know of) (GS units in bold, R&F units in italics)

Land melee: Warrior (Ancient) > Swordsman (Classical) > Musketman (Renaissance) > Infantry (Modern) > Mech Infantry (Information)
Anti-Cavalry: Spearman (Ancient) > Pikeman (Medieval) > Pike and Shot (Renaissance) > AT Crew (Modern) > Modern AT (Information)
Ranged: Slinger (Ancient) > Archer (Ancient) > Crossbowman (Medieval) > Field Cannon (Industrial) > Machine Gun (Atomic)
Recon: Scout (Ancient) > Skirmisher (Medieval) > Ranger (Industrial) > Spec Ops (Atomic)
Heavy Cav: Heavy Chariot (Ancient) > Knight (Medieval) > Cuirassier (Industrial) > Tank (Modern) > Modern Armor (Information)
Light Cav: Horseman (Classical) > Courser (Medieval) > Cavalry (Industrial) > Helicopter (Atomic)

Not touching naval or air units yet.
Shouldn't the Ranger also be italicized?
 
I rarely used the ranger. By the time it arrived everything it could do was served just as well by a regular stronger military unit.

I do have a question which I cant remember the answer. Do Scout units trigger the ai with 'keep your armies off my lawn' attitude and for breaking promises about stuff stationed nearby?

I had thought they did not but if they do its even more of a reason to never build them mid to late game.
 
I rarely used the ranger. By the time it arrived everything it could do was served just as well by a regular stronger military unit.

I do have a question which I cant remember the answer. Do Scout units trigger the ai with 'keep your armies off my lawn' attitude and for breaking promises about stuff stationed nearby?

I had thought they did not but if they do its even more of a reason to never build them mid to late game.

I think they do, but I also think there needs to be 3 units (or maybe 2 units?) to trigger the warning. A single unit moving by doesn't trigger the warning, but does trigger the penalty for violating a promise.

I think. The game doesn't make it easy to understand any aspect of this mechanic.
 
I'm still interested to know which units will make an appearance in the new era. If I have the numbers right, there's 9 new non-unique units, and they've revealed 4 (Skirmisher, Courser, Cuirassier, Rock Band). So probably the last 5 would be the new future era units.

You'd think any of the current lines which end in the atomic would be prime options to have a new final line. So that would be Ranged, Light Cav, and Naval Melee (and aircraft carrier and recon, but I think they may be less likely to need upgrades). Although since they're already adding one light cav unit, maybe they won't add a second. Still leaves a few options open.
 
i wouldn't put it past them to add another scout unit at the end to replace spec ops. We had Xcom troops in Civ 5 that were late game paratroopers. with that said, i dont think its likely since we are only going to around the 2050 timeline in tech. at least this time around.

in the late game, the unit i would want most is a unit for machine guns to upgrade into. by the end game, all my former archer units just sit around, as they dont have the strength or range to be useful. They are mainly garrisons, but they aren't that good at that role when mech inf and modern armor are rolling around.
 
If these are all the changes to units, the Moar Units (now Steel and Thunder mod), will still be needed to fill in the gaps between musketmen and infantry. I just do not understand why they cannot make a friggin rifleman... it's really annoying!
 
What I meant was, they must be shifting power from the earlier eras to the later ones, so the game actually lasts longer than 200 turns.

I understand that as their Objective, and they are going about it, from what I can see, by making a lot of Neatsy-Keen units and stuff for the End Game that make players want to drag out the game to play with them. But to make the game really work, they also have to provide a good Reason or set of reasons why the game should last that long: make the Tech and Civic trees last longer, make early conquest of cities harder, make it, overall, harder to win any of several types of victory before the game is half over.

Again, I haven't seen any evidence that they've done that, which is why I'm gaping. I will be very, very happy to be surprised and corrected...

My first thought when they intro'd the Rock Bands was "What happened to the adult in the room when this idea was floated?" Then I remembered that I'm old.

My second thought was that in the livestream build, there's some crazy RNG randomness to these units. Maybe they get eliminated on their first use, but if they don't, it seems they get more powerful? It's a mini snowball based solely on the roll of the dice. I'm guessing this may get tamed down in playtesting.

My third thought was that I like that there's another non-religious unit that's exclusively Faith purchased. It helps to broaden the links between religion and culture, even though the other Faith-only unit is also cultural victory oriented. Flavour-wise, though, Naturalists being Faith-only always bugged me, and Rock Bands make even less sense. Listening to the dev team try to explain how Temples and Shrines lead to more Rock Bands was an awkward moment of observing people in denial.

My final thought was that in the Future Age, a policy that lets you pick whatever promotion you want sounds like eventually "the man" gets to choose who becomes a musician and who doesn't. I therefore hope this policy is called "The Day the Music Died".

To be fair, almost all entertainment and cultural activities started out religious: Greek drama started out as religious celebrations, Elizabethan/Shakespearean drama came out of medieval religious plays - it is hard to find any representative art from the Ancient Era that does not have some kind of religious foundation or meaning (although, honestly, we are speculating about some of it: nobody has dug up a papyrus copy of "Art Appreciation" magazine to tell us what the artist was Really Trying To Say).
So, there is a perfectly good reason to equate Faith 'points' with cultural or entertainment objectives.

The problem is (historically and in the game) that the religious connection gets more and more tenuous between the Ancient and Modern Eras. Finding Faith in modern 'pop' (Rock Band) music performances is not impossible by any means, but for some of it you gotta really search hard.
 
So, with the Cuirassier practically confirmed, here are the unit trees as of GS (that we know of) (GS units in bold, R&F units in italics)

Land melee: Warrior (Ancient) > Swordsman (Classical) > Musketman (Renaissance) > Infantry (Modern) > Mech Infantry (Information)
Anti-Cavalry: Spearman (Ancient) > Pikeman (Medieval) > Pike and Shot (Renaissance) > AT Crew (Modern) > Modern AT (Information)
Ranged: Slinger (Ancient) > Archer (Ancient) > Crossbowman (Medieval) > Field Cannon (Industrial) > Machine Gun (Atomic)
Recon: Scout (Ancient) > Skirmisher (Medieval) > Ranger (Industrial) > Spec Ops (Atomic)
Heavy Cav: Heavy Chariot (Ancient) > Knight (Medieval) > Cuirassier (Industrial) > Tank (Modern) > Modern Armor (Information)
Light Cav: Horseman (Classical) > Courser (Medieval) > Cavalry (Industrial) > Helicopter (Atomic)

Not touching naval or air units yet.

To be accurate, Warrior, Slinger and Scout are not Ancient Units, they are Starting Units.
With the changes (known so far) they have filled in the worst gaps in the lineage, but now they have several that violate the "Era gap between Upgrades' by being in directly succeeding Eras:
Pikeman - Pike and Shot
Horseman - Courser
Cuirassier - Tank

So, unless they have made some other changes, like in the resources required, Pikemen, Horsemen, and Cuirassiers may be very short-lived units before they are promoted, or may be skipped entirely as players 'beeline' for the Soon To Be Available better unit.

i wouldn't put it past them to add another scout unit at the end to replace spec ops. We had Xcom troops in Civ 5 that were late game paratroopers. with that said, i dont think its likely since we are only going to around the 2050 timeline in tech. at least this time around.

in the late game, the unit i would want most is a unit for machine guns to upgrade into. by the end game, all my former archer units just sit around, as they dont have the strength or range to be useful. They are mainly garrisons, but they aren't that good at that role when mech inf and modern armor are rolling around.

The trend in modern military Ranged Units is toward smart missiles, carried by Drones or ground launched. That would be a legitimate Current (Information Era) and Near Future Ranged Unit.

If these are all the changes to units, the Moar Units (now Steel and Thunder mod), will still be needed to fill in the gaps between musketmen and infantry. I just do not understand why they cannot make a friggin rifleman... it's really annoying!

Don't need a rifleman, frigging or frogging. Black Powder rifles, either muzzle-loading ('Rifled Muskets") or breechloading (Dreyse Needle Gun, Martini-Henry, Chasspot, Springfield 45-70) lasted from about 1850 to 1890, when they were replaced by smokeless powder magazine rifles - the weapon of the 'Great War Infantry' of Civ V. That's a 40 year span.
By contrast, the muzzle-loading flintlock must with bayonet was adopted between 1696 and 1708 (Dutch/British to Russian adoption dates) and was the standard infantry weapon in Europe and North America (and anywhere else they could get them) until the 1820s, and to the late 1840s if you include the percussion cap modification. That's a 140 year span.

So for historical importance and longevity, unless we want to go back to a new Unit every Era and more, we need the Fusilier at the beginning of the Industrial Era, not the Rifleman at the end of it.
 
Infantry come pretty quickly after Musketmen, so ramming another unit in between would really not be beneficial. There's no current gap in terms of gameplay. I don't want to get into a Civ V Brave New World scenario where you have like 8 gunpowder infantry units that you're upgrading every 5 turns.

I kind of wish they'd named the Infantry unit "Rifleman". So then you'd have Musketman -> Rifleman -> Mechanized Infantry and people probably wouldn't be having this problem.

What does "too many units of the same class" mean? Is there a limit of each type of units now?
I'm still interested to know which units will make an appearance in the new era. If I have the numbers right, there's 9 new non-unique units, and they've revealed 4 (Skirmisher, Courser, Cuirassier, Rock Band). So probably the last 5 would be the new future era units.
I was expecting them to use the Canada, as the only modern new civ, to showcase the future era, but they didn't. Maybe one of the other new civs will be science focused, and they may use that to show some.
 
I was expecting them to use the Canada, as the only modern new civ, to showcase the future era, but they didn't. Maybe one of the other new civs will be science focused, and they may use that to show some.
They'll probably use Phoenicia for the future era because that doesn't make any sense at all with the theme of the week. :mischief:
 
They'll probably use Phoenicia for the future era because that doesn't make any sense at all with the theme of the week. :mischief:
Except if they incorporate the "alternate history" concept into Phoenicia's ability and make it a powerhouse in all field in the future era...
 
Except if they incorporate the "alternate history" concept into Phoenicia's ability and make it a powerhouse in all field in the future era...

Many decades ago Poul Anderson wrote an Alternate History story based on the idea that Carthage won the Punic Wars instead of Rome. Among other things, it meant that everyone in Italy, France, and Spain were speaking a Semitic language instead of a 'Romance' language...
 
Many decades ago Poul Anderson wrote an Alternate History story based on the idea that Carthage won the Punic Wars instead of Rome. Among other things, it meant that everyone in Italy, France, and Spain were speaking a Semitic language instead of a 'Romance' language...
Does it beat the story that the Chachapoya were stranded Carthaginians that a few people believe in?
 
Does it beat the story that the Chachapoya were stranded Carthaginians that a few people believe in?

Since Poul Anderson was an incredibly gifted writer and story teller, it would almost have to.
His other writing along this linguistic line was a 'fact' article which was a guide to basic physics written in English, but an English as if it had evolved from its original German roots with NO Latin influence. It was full of Germanic substitutes for Greek and Roman-root words and, to those of us studying physics at the time, hysterically funny...
 
With the changes (known so far) they have filled in the worst gaps in the lineage, but now they have several that violate the "Era gap between Upgrades' by being in directly succeeding Eras:
Pikeman - Pike and Shot
Horseman - Courser
Cuirassier - Tank.

I was initially worried about this as well, but then the thought occurred that because of the new Strategic Resource system you may still be forced to continually field Mixed Era Armies. Extending the time in which certain Units can feature in a game.

Because even though you might have the Tech to build an army full of Tanks (and the money to upgrade), given the new demands on Oil (power, unit maintenance) you'll probably never going to be able to upgrade all your units at once.

So basically we'll all now face choices like, is it better for me to field 2 x Cuirassier and save my Oil to provide some Air cover, or just make do with 2 x Tanks? Because at the moment in R & F, the only real obstacle to upgrading your units is whether you have the required Tech or not.
 
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I was initially worried about this as well, but then the thought occurred that because of the new Strategic Resource system you may still be forced to continually field Mixed Era Armies. Extending the time in which certain Units can feature in a game.

Because even though you might have the Tech to build an army full of Tanks (and the money to upgrade), given the new demands on Oil you'll probably never going to be able to upgrade all your units at once.

So basically we'll all now face choices like, is it better for me to field 2 x Cuirassier and save my Oil to provide some Air cover, or just make do with 2 x Tanks?
I was going to say "But isnt that an argument for line infantry/rifleman again?", but then I remembered that melee line units weirdly stop requiring resources after musketman. <.<

On that note, there should be a rubber strategic resource.
The spearman line should be the go-to melee units that dont require resources, and the melee line should be like special forces requiring resources. And then the current late game units would kinda swap around. Like:
Spearman > Pikeman > Pike&Shot > Line infantry > Infantry > Mechanised Infantry

Swordman > Musketeer(or maybe a fancier name) > Grenadier(also uses nitre) > eeehm Marines? ... > Special Forces...or so...

I have actually no idea why i brought rubber into this, it was just a fancy idea. Or what to do with the AT-Crew. Help.

Late edit: Or maybe the go-to line stops at infantry and mechanised infantry is the last unit of the special line, requiring rubber (along with marines)...
 
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