Tanks too. In Civ III, a unit could require more than one resource (Oil and Rubber for tanks, Horses and Saltpeter for cavalry, etc.).Reminiscing about the Civ III rubber resource, which was a requirement for infantry?
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.
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)...
I consider the scout a skirmisher and often use them this way. They are not really scouts because settlers have better vision than scouts, if scout had a vision of 3 they would be much more useful as scouts. The fact that they can fight and exert a ZOC to me means they are skirmishers whether intentional or not. They work better as skirmishers than scouts, they are great for getting 25 faith or culture off a CS early, not something a scout should be able to do.I would like to see a civ with a unique skirmisher.
For my games I went the other way: I removed their ZOC so they are true scouts.The fact that they can fight and exert a ZOC to me means they are skirmishers whether intentional or not.
Did you give them far sight as well? without that they are NOT scoutsFor my games I went the other way: I removed their ZOC so they are true scouts.
Extra sight or extra movement should probably be part of the Survey policy card (along with bonus production).I consider the scout a skirmisher and often use them this way. They are not really scouts because settlers have better vision than scouts, if scout had a vision of 3 they would be much more useful as scouts. The fact that they can fight and exert a ZOC to me means they are skirmishers whether intentional or not. They work better as skirmishers than scouts, they are great for getting 25 faith or culture off a CS early, not something a scout should be able to do.
@Larsenex ,scouts do count toward border threats which is another reason they are really skirmishers.
The current scout is really a skirmisher, they should have a non combat 4 MP 3 vision scout added.
Why in the name of everything Gilgamesh would a scout start with less sight than a settler?, Using Survey sounds like gamesmanship for the card.Extra sight or extra movement should probably be part of the Survey policy card (along with bonus production).
Why in the name of everything Gilgamesh would a scout start with less sight than a settler?, Using Survey sounds like gamesmanship for the card.
I guess replacing the dog for a crystal ball would not be a bad thing, but exact modified strength and promotions you can sort of see anyway by looking at the combat modifiers. The one that does not show correctly is the city one, but you can work that out anyway.exact Modified Strength and Promotions of any visible unit
... they already are, when used well, as skirmishers they are formidable. ZOC, ability to distract, ability to support and flank.... 2 visibility... they are skirmisherswhich would make them very dangerous scouts when accompanying friendly combat units!
I have had City States entirely surrounded by mountains.
I think they have to land in a neutral tile then attack but I am not 100%I believe Spec ops can do this, correct?).
Well you will at least have to maybe wait for chemistry. Then you can build tunnels and explore and settle more.or humans for that matter. Although maybe you could do it late game with bombers and a paratrooper (I believe Spec ops can do this, correct?).
I would like to see that actually, I'd want to conquer a city state surrounded by mountains.
Could you imagine if you start your game, and capital is surrounded by mountains. A true one city challenge.
I think it's a unique of the new skirmisher (i.e. the scout upgrade) not in the Archer line.I am concerned about their uu. I just noticed it was a range of 1. Ouch. What's worse is their melee strength is 10 less than that of crossbowman. Double ouch.
I will be leaving mine inside cities or encampments. Thanks.