The UU-A-Day Countdown

I think it's weird that they made them ressource free since in reality, Musketeers were trained in very limited number as an elite force for special mission or support in important battle.

Unless they don't mean the special mosketeers ordered by louis XIII or XIV (not sure anymore.).

Anyway, france seems fun to play since there special ability cover the start of the game and there special unit the later game.

All Musket-based units require no resources. It would be a huge penalty if the UU required a resource, but the main unit it replaces does not.
 
All Musket-based units require no resources. It would be a huge penalty if the UU required a resource, but the main unit it replaces does not.

The french musketeer requires saltpeter to create, but unfortunately they forgot to include the resource in the game.
 
The french musketeer requires saltpeter to create, but unfortunately they forgot to include the resource in the game.

What are you talking about? The idea that gunpowder doesn't require strategic resources dates back to civ 4. It's a game-balance decision, not something they "forgot".
 
All Musket-based units require no resources. It would be a huge penalty if the UU required a resource, but the main unit it replaces does not.

Don't get me wrong. I agree 100%, and I'm not one of those who complain about a lack of realism for better gameplay better. I was just pointing that out, thinking they could have use another name for a more regulare musket infantry... But they went for a more common knowledge in pop culture with the french Musketeers, wich is a good idea... It gives more personalité to the Civ.

I didn't know the praetorian were a rare unit, I'm gonna chek it out.
 
The french musketeer requires saltpeter to create, but unfortunately they forgot to include the resource in the game.

It also requires wood for the stock, iron for the lock and barrel. The gunpowder requires sulfur as well. The uniform requires wool or flax that was spun into a textile. The Musketman's shoes require leather. The powder horn requires animal horn.

I was talking about in-game resources. They didn't forget to include saltpeter, they intentionally didn't include it because they wanted to make musketmen resource free.

Don't get me wrong. I agree 100%, and I'm not one of those who complain about a lack of realism for better gameplay better. I was just pointing that out, thinking they could have use another name for a more regulare musket infantry... But they went for a more common knowledge in pop culture with the french Musketeers, wich is a good idea... It gives more personalité to the Civ.

I didn't know the praetorian were a rare unit, I'm gonna chek it out.

The Praetorian Guard was simply the body guards of the Emperor. Not only were they not common, they really didn't fight much. The same could be said of the Immortals (although they at least fought against the Greeks). They're doing it for flavor more than anything else and Musketeers are iconic of the era of Louis XIV. They were pretty cool too.
 
I think we can all agree that the Musketeer should require the chocolate resource.

Anyway, 9 days until release! The recent Escapist preview has put me in an Iroquois mood, so we'll look at their unique Swordsman, the Mohawk Warrior, today. A fierce infantry that fought for centuries against European gunpowder, this unit works best in its natural habitat - namely, it receives a combat bonus in forest and jungle.

This unit feels very Civ4-like, as it gains what appears to be a nice bonus for marginal combat territory. What's very un-Civ4-like is that this unit looks to be orders of magnitude more useful than the old Woodsman UUs, due to the death of stacking. Combined with Great Warpath (which negates the movement penalty for woods movement), this UU moves through forest as if it were open terrain, and can thus swiftly maneuver without the open field penalty. Thus, there's no reason not to stick to the tree hexes with the Mohawk: the decision between "get a defensive and UU bonus" or "get hit with a penalty" is one you don't need a spreadsheet to make. :D Thus, any offensives with this unit will almost certainly take place in woodlands, barring some logistical issues (desert crossings) - any maneuvering headaches are more than paid off with strength boosts. For defense, this unit once again shines, as the invading general has to make a nasty decision: slog through forests and get cut to bits by Mohawks, or go across flatland and suffer the open land penalty? By compounding the issues facing ancient invaders, the Iroquois can stave off a larger force by smart movement. In the end, smart movement is what this UU is all about: keep them on the right hexes, and you'll be richly rewarded.
 
I think the Iroquois UA only treats forests like roads within the cultural boundaries.

Also, where did you get verification that the unit gets a combat bonus in forests? I thought that was just speculation?

As far as speculating is concerned, I bet it is also resourceless.
 
I think the Iroquois UA only treats forests like roads within the cultural boundaries.

Also, where did you get verification that the unit gets a combat bonus in forests? I thought that was just speculation?

As far as speculating is concerned, I bet it is also resourceless.

Check the credits in the opening post; I edited them a few days ago.

It's not resourceless; it requires iron.
 
The Praetorian Guard was simply the body guards of the Emperor. Not only were they not common, they really didn't fight much. The same could be said of the Immortals (although they at least fought against the Greeks). They're doing it for flavor more than anything else and Musketeers are iconic of the era of Louis XIV. They were pretty cool too.

No, the Immortals campaigned quite a lot; and they may not always have been personally led by the Persian kings either (e.g. they were with Mardonius at Plataea according to Herodotus). They were fundamentally different from the Praetorians in this regard.
 
The first ability seems unremarkable - really, who cares about jungle? - until you factor in Civ5's start bias. Whereas Civ4 was happy to drop the Aztecs in some bleak tundra, Civ5 will try and place Monty someplace tropical, to ensure that his flavor/abilities are relevant.

I am not saying I don't believe you, but this is almost too good to be true, and I am going to have to ask for some sort of source :)
 
I am not saying I don't believe you, but this is almost too good to be true, and I am going to have to ask for some sort of source :)

I don't have any source, but I will support what he said. I remember reading that in some interview or preview that was posted here... And there were lot of conversation on the matter after that.
 
I don't have any source, but I will support what he said. I remember reading that in some interview or preview that was posted here... And there were lot of conversation on the matter after that.

Don't get my hopes up! Does anyone have any kind of source?
 
That civilizations will be placed on the map according to the climate they belong to. Like Aztecs near jungle, Arabs near desert and so on.
 
That civilizations will be placed on the map according to the climate they belong to. Like Aztecs near jungle, Arabs near desert and so on.

I believe this information came from one of the player reports from Gamescom.
I'll see if I can find it...
 
I'd very much appreciate it. Thank you

Ah ha...this was what I remembered.
The first post in this thread made by The_J includes the following comment:
Looked at "Remove starting bias": It seems, that normally the civs are distributed in a special connection to the terrain, and that this option removes this. E.g. normally the english start near the water, the Iroquis in the woods, and this option removes that.
 
It's brilliant. I certainly hope that means what we think it means. It would be most awesome, and I might even want to play randomly generated maps then.
 
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