The UU-A-Day Countdown

Yeah, it strikes me as a good unit to use for offensive operations in enemy territory. You can use them to hold the front line while you cycle other troops (depending on damage) to and from the front. Certainly, they lose a bit when the enemy gets a large number of swordsmen, but they'd be great when combined with Archers for a good early-ish rush.
 
When it comes to longevity, the Immortal is the best. :goodjob:

What a great conclusion! :cool: :goodjob:

Not that I would doubt your info, but where from do you have knowledge that Immortals heal at double rate? Arioch's page does not report about it and I haven't seen any hints saying that in this forum (which doesn't necessarily mean there aren't any).
 
What a great conclusion! :cool: :goodjob:

Not that I would doubt your info, but where from do you have knowledge that Immortals heal at double rate? Arioch's page does not report about it and I haven't seen any hints saying that in this forum (which doesn't necessarily mean there aren't any).

My information for the Longbow, Landy, and Immortal came from TheMystic in this post.

I'm running low on fully revealed UUs, so either there are new units spoiled tomorrow, or we'll have to dig into the semi-revealed ones.
 
It was a recent reviewer who posted in this forum.
 
My information for the Longbow, Landy, and Immortal came from TheMystic in this post.
Oh well... I am sure I already read this thread. I guess I can't remember everything... :crazyeye: :undecide: However: Thanks for the source!

I'm running low on fully revealed UUs, so either there are new units spoiled tomorrow, or we'll have to dig into the semi-revealed ones.

Unhappy to hear that. Anyway, I guess everybody here is interested to read your educated guesses :goodjob:
 
I see the immortals being archer bait, since a lot of people will try to focus their fire on them in order to kill them dead before they can heal.
 
i think its important to remember the persians unqiue ability too, these immortals, are turly immortal on the defence, thier health keeps flying back up to 100% no matter how many attacks they recieve, and then when persia enters a golden age half way through the war they suddenly launch into the offensive using thier golden age combat bonus to bash some heads.
 
To Shaq and all of the posters: This is a great thread and really getting me psyched for the release. I skipped Civ4, so the forum has been helping me figure out what I missed. This thread has been the most helpful, kudos to all.
 
I just bought the thing, it had better be good.

Still, it will be good to have eight days to pore over the strategy guide (I get it on the 13th) before playing the game.
 
Are civilization's strategy guide usualy good?

No.

But it depends on who's making it.

The Prima Civ 3 one was the least helpful book I've ever read. It was basically the Civ 3 Manual 2.0
 
I think Companions are just stats, since they have strength and speed added.
 
Do units still have to do the "Stop and Heal" business like in Civ 4?
 
Do units still have to do the "Stop and Heal" business like in Civ 4?
Yes, it has been mentioned in several reviews. However, you can also burn a promotion to heal back to full (I don't know whether the unit still gets healed a bit when you get a normal promotion). This may make it interesting to not give the unit promotions when it comes out of production in the city with barracks, and instead use it to push your attack through more quickly.
 
The Heal Instantly promotion is certainly useful, but keep in mind that doing so means you're not taking a permanent promotion. It's another edge the Immortal has: it requires less Heal Instantlys to keep pressing on, so it can pick up more City Raiders and whatnot. You could do a Scout as your first build, save up your ruins/CS gold, beeline Bronze Working, buy a Barracks immediately, and go burn someone to ash. :goodjob:

Speaking of ancient warfare, today we're looking at what may be the ultimate powerhouse of the age: the Greek Companion Cavalry. Keep in mind that this analysis is a bit less certain than past UUs, so it's very subject to change, but as it stands this unit is a blunt weapon. Instead of fancy abilities, the Companion gets to the good stuff: +2 strength and +1 movement over Horsemen, making it the single strongest unit of its age. Who needs complex abilities like fort-building when you overpower everything?

It's hard to discuss this unit without is obvious pairing (it's called companion for a reason!), but even standing alone, this unit will dominate its era. The 5 move alone make it faster than any other known pre-Sipahi unit other than the War Chariot, which doesn't hold up nearly as well in combat. The Companion Cav is the ultimate early flanker: use those 5 move points to get around a line, and smash through with the 14 strength. Given the Spearm----Hoplite's excellence at holding lines, this may be the bread-and-butter of Greek warfare: line the enemy up with Hoplites, and nail them from behind with Companions. This unit also fares excellently as a mobile detachment, as it is more agile and stronger than anything it may come across in the field. In defensive warfare, a few Companions would make a fine forward defense, meeting the enemy early and weakening them before they reach your main lines. In offensive war, they're fine early pillagers, tearing down improvements and defying your opponent to fight you. All in all, a fine early UU, and one that a Greek player should master to get the most out of the civ.
 
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