The most important unit

sethos

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Aug 10, 2001
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Essen, Germany
The most important unit is - the caravan.
The second is - the settler. Or vice versa.

What do you think about my opinion? Do you agree?
:egypt: :egypt: :egypt:
 
Yes, caravans and settlers are the most important. Every unit has its place in the game, but these two stand apart from the rest. Well, and the engineer and freight, of course...
 
:rolleyes: While they are the most important units, the discussion would be better with what combat units are the most important.

Therefore, I vote for the stealth fighter. It offers a great attack, good mobility, attacks bombers, and can attack many times at once. It is a major part of any attack in the modern times, and doesn't cause unhappiness under Democracy, unlike bombers and missles.
 
Well, most important unit depends on one's playing style. Early, good defensive units are critical (it's tough to conquer early). Later, mobility is what's needed. In modern times, I prefer howitzers for their attack power. Helicopters can also come in handy.
 
Same here, it's all about the howitzers. Makes a walled tough nut city's Mech. Inf. garrison like musketeers on a field with their pants down.
Don't know about caravans, though, you can win without building a single one (forgive my flagrant blasphemy:p), and a good road & improvement infrastructure can give about the same trade results. I only build them once I've got nothing major left to build, and that takes a while.
Engineers are the backbone of it all. A city without 20 completely improved squares isn't fit to live.
 
Yeah howies are great -- at that point in the game there is no excuse for non vet units & I've never seen a vet howie fail in the job assigned.:ripper:

But pound for pound, I like spies. I seem to look forward to the espionage tech more than any other (explosives is a close second). :scan: :queen:

That opens up two other opportunities for polls: which unit upgrade is most eagerly anticipated; and which dead end tech (Theology, Labor Union, Stealth, etc.) is the best? :yinyang:
 
Best military unit is the stealth fighter. I use them to defend my cities and as a mobile attack unit, much more agile than an armor.

Best dead end tech has to be stealth (for reason, see above).

The MOST eagerly anticipated upgrade from Leo's comes when my network of settlers upgrades to engineers...nothing compares to that benefit...except maybe when my warriors/pikemen upgrade to musketeers.

But as as a chain of upgrades go, I am always happy to see my horsemen/chariots/elephants with home city as "NONE" from the goody huts increase in strength all the way up to Cavalry :goodjob:
 
I like both the steath fighter and the spy. Vet spies are my sole purpose for Commie. Mostly, I use them to sabutage improvements and fortifications in war and gathering intel in peace. I like the steath because of its speed and attack strength. They work against most units, so I use them for fire support.
 
Originally posted by Darius
Same here, it's all about the howitzers. Makes a walled tough nut city's Mech. Inf. garrison like musketeers on a field with their pants down.
Don't know about caravans, though, you can win without building a single one (forgive my flagrant blasphemy:p),
The point isn't that you can't win without trade routes - it's that you don't even need to get to robotics to win. The AI has mech. infantry? :lol: They will be gone around the time they find gunpowder if you trade heavily. Roads are only half of the trade you can get in the game, caravans are the rest. One tech per turn, that's how to gain the big advantage on the battlefield.
 
One, I made no connection between howitzers and caravans, don't know why you assumed they are two different plans; I do both, but I just don't build caravans before most anything else.

Two, although I do use caravans and freight, in my earliest days in Deity I didn't, yet I managed one tech per turn without a single, solitary trade route. This was accomplished through perfect land, perfect cities, and world peace using a pet city. And still, I see no advantage in conquering the world so early. Give me one. As long as you have your own continent, you can always get indescribably ahead in every aspect whether you have other civs around or not. So why not wait until they have Mech. Inf.'s?

Don't get me wrong, I always knock out two or three out of seven civs just using ironclads, or dragoons, or even archers, but I always leave the tough-nut big guys until I have howitzers which never, ever, ever fail against a walled city.
 
Originally posted by Darius
I see no advantage in conquering the world so early. Give me one. ... So why not wait until they have Mech. Inf.'s?
Just a preference. I get bored by the late game, so I enjoy early conquest. Also, I just find it amusing to beat up legions and pikemen with fighters and cavalry. The tech gap isn't much wider than howitzers vs. mech.infantry, but the difference between the units is much more noticeable.

As far as caravans and howitzers, they are only related in that heavy use of the former gets you to the latter that much more quickly. Again, just a style preference, I wasn't knocking your game. :cool:
 
Don't worry, it's all good.
 
You don't have to use caravans/freights for trading but it makes the game a whole lot easier.
 
Personally I hate caravans. Settlers sre very good. I loooooove hellicopters and Howitsers. I also like Armor, Mech inf.

When i say i like units... i mean in the time period that they are availible.
 
but i really just like all the units except Freights and Caravans and warriors.
 
I agree (Darius), caravans are nice, but I don't build them until I have built most other important items. As for military units, I like helecopters because they have pretty good movement, can go over water, have nice attack power, and don't run out of fuel. They are ground and air units, so city walls don't stop them. They are very versatile. For defence I like Mech. Inf.'s, and for quick defence I use riflemen. I saw someone somewhere who said that Mech. Inf.'s were the best defenders, but that's really not true... carriers have the highest defense. Alpine troops are very good ground units for speed, being able to move three squares on any terrain. For attack, howitzers and armor are nice. For speed in air units, stealth fighters are very good, but stealth bombers can stay afloat for two turns, and have higher attack. For total movement rate, the nuclear missile wins, obviously, but has very different uses than the fighter and bomber.
By the way, does anyone know exactly what fortification does to a units defence? Does it double it, add it to the unit's attack, or what? Also, how do hit points and firepower effect the defense and attack of a unit? I am pretty sure the attack is multiplied by the firepower, and similar with the defense and hit points, but does anyone know?
 
Fortifying a unit makes it 50% stronger on defense. But that is not in effect directly after the order, it is when the familiar tan trench is visible around the bottom of the unit.

I think the civpedia and/or scenario building instructions tell you about hit points and firepower. Hit points are the amount of "damage points" they can endure before being destroyed, I believe (so a defensive unit would have higher hit points than an offensive unit, generally). For firepower, envision those little explosions you see on top of units in combat. Those are what are called "hits". Firepower is the amount of "damage points" per hit scored on the enemy (so an offensive unit would have higher firepower than a defensive unit, generally).

It's still a bit confusing, even for me yet I'm trying to describe it. Just think about Artillery having a high firepower and Mech. Inf.'s having high hit points. Like I said, that's very general, however. Maybe it's just best not to think about it.
 
think of it as a boxing match consisting of rounds.Some units can fight 15 rounds while others only 10.Also some punch harder than others.Like a jab compared to a power punch.
 
who agrees that caravans are bad units?
 
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