The most fun unit?

Vet spies, by the dozens.
 
Anc: Diplomat!
Med: Vet Ironclad
Mod: Vet Spy

Hey, you gotta tell us your favorites, Rowan!! You left them out!

:)
 
The paratrooper is TOO fun. Fighters can't intercept him; he moves like cheat mode; then does nothing after all.

So it's with pillaging fanatics I get my kicks, restoring an opponent's land to nature, while engineering back home.
 
ancient: elephant, only because of the sound. Okay, and cuz they can kill anything they encounter.

medieval: ironclads! They make it fun to clear the beaches of AI units

modern: As Dark Ascendant says, spies by the score... Tho maybe fighters. Fighters against the AI pikemen and legions still gives me a laugh every time. :crazyeye:
 
Ancient - Legion (best combination of attack and defense) [party]
Medieval - Knight/Dragoon (same as above, only faster) [dance]
Modern - Cruise Missile, Bomber :ar15:

Although, in all fairness, it appears that Rowan's question should also have an intermediate age between medieval and modern. There is a lot of time in the game where I am fighting with cavalry, alpine troops and artillery. These units are indispensable. :goodjob:

While veteran spies can do a wide variety of things, I don't consider them a 'military' unit and therefore did not include them when answering the question.
 
Hmm, most fun:

Ancient: Elephants
Medieval: Crusaders
Industrial: Dragoons
Modern: Howitzers

Hmm, a small pattern here.
:D
 
Anc: Settler
Med: Caravan
Mod: Freigth

LOL, I just noticed something, how can you have freights (a big truck) before discovering automobile? Maybe there is some kind of explaination to that problem even though I can't see it right now, ;)
 
Originally posted by Narz
whats the deal with veteren spies, what makes them better than regular spies?

Vet spies can bribe cities for 2/3 the price of a dip. A regular spy bribes for 87% of the dip's price. So the vet saves a wad of cash. They also have a better chance of completing their missions without being captured and starting a war. This is important, with vet spies you can cripple an enemy or potential enemy without an open fight. Just build them by the dozen, send them forth and if you do it correctly, your enemy's infrastructure will colapse. You won't kill his war machine, but this will halt his progress and ****** his growth. That's why vet spies are important, so you don't have to constantly rebuild them. The whole point of using spies in peacetime is to spy and to cause your enemy damage. The spies will mostly halt and set back your enemy but you won't develop if all your resources are focused on building spies. Set him back, but don't stop your own progress with him. That's what I do anyway, "peace" is not in my vocab. I just start a war, send in my spies, and bribe what cities I can and sabotage the ones that I can't take. Then send in the army or take the cease-fire. When it's over, a potential enemy is set back, and my rep is still clean, or slightly stained. This is kinda long, but I had a lot to say about the vet spy. I just love 'em.
 
Oops. Did I say 'pillaging fanatics'? I meant partisans. Partisans are anti-engineer units. Many wars I don't want capture, just a cheap way to put a distant enemy back into the stone age. Pair one with a spy, and I can deplete the resources and knock a city back 20 turns with each of my sabotage turns. Also, I'm reluctant to stop the enemy from supporting units, that is, I like the AI to waste its energy on units and the governments that go with them. No point attacking military units. But that's fun, too, so I usually do.
 
Originally posted by Sean Lindstrom
Oops. Did I say 'pillaging fanatics'? I meant partisans. Partisans are anti-engineer units. Many wars I don't want capture, just a cheap way to put a distant enemy back into the stone age. Pair one with a spy, and I can deplete the resources and knock a city back 20 turns with each of my sabotage turns. Also, I'm reluctant to stop the enemy from supporting units, that is, I like the AI to waste its energy on units and the governments that go with them. No point attacking military units. But that's fun, too, so I usually do.

How exactly are patisans anti-engineers? I don't build a whole lot of them. Do they automaticly pillage enemy city radii? If that's the case, I like it. Also, I do try to force the enemy cities to disband their units by invading their city radii, specifically the mines and special resources. The AI doesn't really "use" shields to build from what I understand, it gets an amount of shields for every turn and distribute it. I do know that there still needs to be shields for the AI to support units. Does anyone know if the number of shields an AI city produces influences the number of shields it gives to whatever it's building? I know that it get an amount of shields to use, but I don't know what influences that number, does anyone else?
 
I like that quote Dark Ascendant. Thats cool about the spies, I never realized it, now they are definitely my favorite units. In a multiplayer game the possiblity of hordes of spies causing revolts basically forces you to stay in Democracy (rather than switching to Fundy). One question, do spies come out of a barracks as veterans or they have to sucessfully bribe a city or steal technology?
 
Spys

poison
sabotage
plant nuke
steal tech
est embassy
investigate
bribe
ignore ZoC

Lots of fun.
 
One question, do spies come out of a barracks as veterans or they have to sucessfully bribe a city or steal technology?
Only Communism, with Espionage, can create (e.g., build) a vet spy. Barracks have no effect on creating spies. Spies that are successful in a dangerous mission, and return, are given vet status (nuking is a notable exception).

Slow Thinker has an excellent spy page: http://home-1.worldonline.cz/~cz045662/civ2/dipspy.htm

This thread has some good spy discussions:
http://forums.civfanatics.com/showthread.php?s=&threadid=24345

:)
 
In addition to spies, I just realized what else I like.

1. Ironclad-This is the first modern warship in the game, I make it a top priority to get it first. Just look at the results, it will mow down every ground unit with a minimal of damage other than a musketeer. I can devastate a seafaring empire's power in a turn.

2. Armor-I like it for 3 reasons. Speed, sheer attack power and durability. The 3 hit point thing I like. It can defend itself just as well as a alpine but can also launch preemptive attacks also without difficulty.( because of speed/attack power) On the offense, it mows down riflemen, I like to use them with howitzers and spies. On road or railroad terrain, the spy/armor/howie force bypasses the enemy fortifications, howies take out the defenders and the armor enter the defenseless city. On flat or rough terrain, spy/armor force bypass/bribe/attack enemy, clearing the road for the howies. Sabotage/spy functions as a last resort unless there's a greatly redundant number of spies available.

Once again, a lot to say, don't even get me started on air power...
 
Originally posted by Dark Ascendant
How exactly are patisans anti-engineers?
Not only are they handy for pillaging the work done by engineers, they attack them (and other attack=0 units) with a x8 bonus! :eek: That is, the attack value of 4 is really 32 against a non-combat unit.
 
Originally posted by Sodak

Not only are they handy for pillaging the work done by engineers, they attack them (and other attack=0 units) with a x8 bonus! :eek: That is, the attack value of 4 is really 32 against a non-combat unit.

That's my point, do they automatically pillage enemy city radii without losing their movement points?
 
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