Underrated Game Elements

Thedrin

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Jan 24, 2002
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What game elements do you consider to be better than they are widely given credit for? You don't necessarily have to believe that the feature in question is very powerful - just that it is criticised more frequently than it deserves to be.

The Gallic Warrior
I doubt there's a thread about the Celts that doesn't contain a post dismissing this unit.

A Gallic warrior is as good as a swordsman. Axemen are competent city attackers but swordsmen are far better city attackers. As the Celts, if you have copper you are able to build Gallic warriors - the risk in researching iron working is greatly reduced. If you don't have copper then you have good reason to consider researching iron working - access to metal.

The free guerilla I promotion does not make the Gallic warrior worse in any way. You are not compelled to immeadiately pick guerilla II or III as the first two promotions for the Gallic warrior. But it gives you the option to do so. Gallic warriors can make an excellent rapid invasion force.

The Dun
Simply put; if you're using city specialisation (and why wouldn't you?) you get all of the unique building bonus from building a single cheap building in one or two cities with high production (your production cities do have high production, don't they?).

Enviromentalism
If you have a very large empire, state property is the best. But if you have something smaller - a small to medium sized empire - enviromentalism is far better than it's given credit for. In my mind this is the most under rated feature in the game.

The halt on city growth inflicted by the health cap isn't as direct as that inflicted by the happiness cap - every new unit of population after the health cap just consumes 1 extra food and provides something for the city while every new unit of population after the happiness cap does nothing. But the halt on growth due to the health cap is a lot longer lasting. Once trade has been established with all corners of the world, the health cap is a much more difficult barrier to overcome than the happiness cap. Reasoning:

Spoiler :
There are many ways to raise the happiness cap;
resources [+ linked buildings],
temples,
cathedrals,
colosseums,
theatres,
jails,
Mount Rushmore,
Notre Dame,
hereditary rule/representation/police state,
nationhood,
free religion,
spreading religions,
adopting vassals.

Compare that to the ways to increase the health cap;
resources [+ linked buildings],
aquaduct,
hospital,
hydro electric/nuclear power
recycling center,
genetics,
hoping for forest growth

And the ways in which the health cap can be decreased;
airport,
coal plant,
drydock,
factory,
forge,
laboratory,
chopping forests.

Admittedly the unhealthy affects of buildings can be removed in the very late game by the recycling center but this only accounts for imposed negative affects. It doesn't raise the health bar higher than it could normally go. I considered leaving the recycling center and genetics off the list since these arrive so late in the game - in a tight finish you probably won't place much prioirty on building recycling centers. I did leave future techs off the list since it applies to both health and happiness.

Also, look at resources. A total of 25 health is available from resources (22 for non coastal cities). Before taking account of the affect of cathedrals on incense, there is 26 happiness available from resources. That can rise up to 33 when including cathderals.


Comparing enviromentalism to mercantilism:
Count your cities. Count the amount of extra units of population that enviromentalism gives you. You need to have a fair few more cities than potential extra units of population before mercantilism becomes a better choice (at which point state property is looking very tempting) since each unit of population gained by enviromentalism trumps each unit of population gained by mercantilism in a number of ways:
1) Population gained by enviromentalism counts towards score, diplomatic votes, and domination victory. Mercantilism's extra specialists do not. Also note that city population increases at a greater-than-linear rate with city size so that even if mercantilism did affect city size, one extra worker in two cities is worse than two extra workers in one city.
2) Population increases are more likely to be concentrated in specific cities. 2 extra scientist specialists in Oxford are better than 1 in Oxford and another in a small city. Same for production cities, gold cities.
3) Trade routes. As noted in 1), population increases at a greater-than-linear rate with city size. Trade route income is linked to city population, not city size. Cities near the health cap already have the best trade routes so can easily see that income jump up. Mercantilism gives negligible income from trade routes.

Comparing enviromentalism to free market.
If you're too small a civ to be using all possible trade routes then it's highly likely that you have a low health cap due to the restrictions in resource acquisition that goes with controlling a small territory. In that case, enviromentalism is a far superior choice.

If you're making use of all of the best foreign trade routes available to you then free market will concentrate the best routes in the best cities. As noted already, enviromentalism can see the cities with the best trade routes increase their trade route income. This all depends on your city planning but also note that enviromentalism cities which do see an increase in population and possible increase in trade route income will also be able to work extra tiles or specialists.

And I haven't even mentioned the potential happiness benefits of enviromentalism. :)
 
One of the units which IMO is known to be a powerful UU but doesn' get too much credits is Numidian Cavalry, it's clearly one of the best units in the game (i would say just a bit weaker than Praetorians).It's just an axeman with 2 movements.
About Dun i don't agree, it's a UB and it's clearly a weak UB.It doesn't even give guerrilla promotion to all units but just to some (archer and gunpowder?).
About Gallic Warrior after patch 2.08 they are a bit better, but they are clearly some of the weakest.Gallic Warriors could be really powerful on Rocky maps, but this doesn't happen always.
 
The Citadel is underrated if you ask me. With Theocracy, Vassalage, and Citadels in your military cities, you can crank out some very powerful Trebuchets, most of which will survive only to gain more experience and later be upgraded to Cannons and Artillery. Yeah, it goes obsolete quickly, but if you utilize well while its available, its clearly a worthy investment.

It's DEFINETLY better than a plain old castle.:lol:
 
Haha it's funny you made this thread. I just decided to play a game with Brennus, the first time since last summer when Warlords came out, and I came away upset at myself for underrating him for so long! The 30% withdrawal after two promotions for a swordsman is really pretty powerful. Especially considering Brennus is charismatic so he can actually get CR promotions after the hills promotions.

The dun is decent but I'd like to see it last longer.

I also find both spiritual and imperialist to be very underrated because I don't think most people know how to use them right. If you're imperialist, you better get your first 3-4 cities out fast and then get ready for war, and you do not want to stop being at war until you win. Imperialist only helps you if you're constantly at war, so to make the most out of the trait you need to rely on the war economy and be a brutal warmonger. Likewise, if you're spiritual, you need to change civics a lot to get the most out of the trait. Personally, I can't wait for BTS to come out so I can play with a Spiritual+Imperialist leader (and Firaxis -- there better be one!) because thats the most fun combination ever for me. (Yes, I know I can easily mod it to make someone spiritual+imperialist, and I have and its fun, but it's still not the same! :D )
 
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