[NFP] Unique Unit Analysis

Will Analysis by Era

Cree Scout:

Replace Scout
Strength 10->20
Prod Cost 30->40
1 free promotion
Cannot pet

Analysis: Due to additional cost a Cree Scout is not considered a very good UU, its additional strength doesn't make it better actually, as it's still the weakest unit and cannot defeat a warrior spearman or archer. Maybe better against Slingers though. If you want combat to fight barbs, a warrior is a better choice. If you want cheap garrison for the Garrison+1 amenity, it is worse than normal scout.


Babylon Scout:

Uses the melee promotion tree, but let's compare it with scout
Prod Cost 30->35
Strength 10->17
+17 against cavalries.
+5 against anti-cav.
Does not receive extra Xp for scouting missions.
Cannot pet.

Analysis: The only early-game counter against Sumerian War Carts. Not very expensive, and you still have the option to build cheaper normal scouts for Garrison+1 amenity.


Gaul Warrior:

Replaces Warrior
Prod 40->60
+10 against units that have a higher melee strength than it.
Upgrades to Man-at-arms.

Analysis: A negative UU, does not work against warrior and archer. Only a spearman counter but very expensive. Maybe good at defending Sumeria War Carts and Eagle Warriors. This unit is designed to somehow balance the overpower of Gaul UA. (But you can still use archers though)


Eagle Warrior:

Replaces Warrior
Prod 40->65
Strength 20->28
Have a chance to capture defeated units as builders, created builders have full charges and enjoy the Pyramid and Feudalism bonus. (but not the Liang), created builders do not increase further costs for building builders, Chance= 50%+(self_base_melee_strength-enemy_base_melee_strength)*2.5%

Analysis: Insane UU, only needs to capture1 builder double pays the expenses.

Tip: Declare war on CS and capture its units to be builders, this accelerates early game very much. Also, corps and armies of Eagle Warriors increase their chance to capture builders.

The strongest unit it may capture for builders is artillery.

Warcart:

Replaces Heavy Chariot
Prod 65->55
Strength 28->30
Movement 2->3
Immune to anti-cav +10 bonus
Unlock from scratch

Analysis: Insane Early-game unit that can eliminate a whole Civilization
 
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Maya Archer:

Replaces archer
Ranged Strength 25->28
+5 against damaged unit

Analysis: Very good UU. Early Game killer.

Nubian Archer:

Replaces archer
Ranged Strength 25->30
Melee Strength 15->17
Speed 2->3
Prod: 60->70

Analysis: Very good UU. Early Game killer.

Egyptian Archer:

Doesn't replace archer, but compare it with archer
Ranged Strength 25->35
Melee Strength 15->25
Prod: 60->90
+2 movement when starting on flat terrain
Unlock at Wheels

Analysis: In fact this one is the best early game archer.

Scythian Archer:

Doesn't replace archer, but compare it with archer
Melee Strength 15->20
Prod: 60->100
Speed 2->4
Range 2->1
Maintainance 1->2
Unlock at Horseback Riding.

Analysis: Without the Scythian UA it surely doesn't have any good values, however combined with a GG it is somehow strong and affordable. Normal archers cannot enjoy the GG bonus. If you don't have horses this archer is still good to use.

Hoplite:

Replaces spearman
Strength 25->28
+10 strength when adj to another Hoplite

Analysis: I can't get into a conclusion for this unit right now, combined with the new Greek strength bonus seems Hoplites are now useful for an early rush, but not so sure.
 
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Cree scouts train on the nearest city-state (with policy card "triple experience to scouts"), and then they capture the nearest neighbor. Then these scouts will upgrade and just serve you. I captured Nubia on deity with these scouts.

Ghaul warrior-complete nonsense said. With the ability of the leader, these are swordsmen without iron for 60 prod. Against real swordsmen and horseman. Who fights warriors with warriors when there are archers?

Hoplites have +3 to their strength now, unlike the spearman. What you're not sure about, oligarchy+general+4 military cards+adjacent hoplite = 52. And Gorgo will be the first to enter the oligarchy.
 
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Bireme:

Replaces Galley
Strength 30->35
Movement 3->4
Prevents nearby trade routes from being plundered

Analysis: Sometimes useful. As CS starts with walls and 5 warriors now, it is very hard to capture it using land forces, however using navy to capture them is an option. Archers receive -17 against navy so you won't feel a lot of damage. 3 Biremes is enough for CS capture.

However, if you don't have a good seaside CS that needs capture, Bireme is of little use.

Norway Longship:

Replaces Galley
Strength 30->35
Can coastal raid
+1 movement on coasts

Analysis: The coastal raid ability is very very strong on island map, of moderate strength on Continents and Pangea maps.

Seaside CSs are the most profitable targets for coastal raid, raid-> leave and let the CS builder fix ->come back a few turns later and raid again.

Byzantium Quadireme:

Replaces Quadireme
Range:1->2
+10 against units

Analysis: A good unit that can make you start your seaside capture much more quickly.
 
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Cree scouts train on the nearest city-state (with policy card "triple experience to scouts"), and then they capture the nearest neighbor. Then these scouts will upgrade and just serve you. I captured Nubia on deity with these scouts.

Well, the card gives double experience to scouts. But you need a lot of XP to hit the third promotion, so getting there takes a lot of time, and then your Okihtcitaw only has 40 combat strength (slightly less than a swordsman with 1 promotion). And if you're hitting a city state for XP, then you're not exploring with your scouts, which means fewer first meets, fewer tribal villages, fewer wonder discoveries, fewer cleared barbarian camps, etc. I'm not sure that it's worth it.
 
Norway Longship:

Replaces Galley
Strength 30->35
Can coastal raid
+1 movement on coasts

Analysis: The coastal raid ability is very very strong on island map, of moderate strength on Continents and Pangea maps.

Seaside CSs are the most profitable targets for coastal raid, raid-> leave and let the CS builder fix ->come back a few turns later and raid again.

The Longship is also good for raids against barbarian camps and for picking up tribal villages on islands!
 
Ну, карта дает двойной опыт скаутам. Но вам нужно много XP, чтобы попасть в третье повышение, поэтому получение там занимает много времени, и тогда ваш Okihtcitaw имеет только 40 боевых сил (немного меньше, чем фехтовальщик с 1 повышением). И если вы попадаете в город-государство для XP, то вы не исследуете его со своими разведчиками, что означает меньше первых встреч, меньше племенных деревень, меньше удивительных открытий, меньше очищенных лагерей варваров и т. Д. Я не уверен, что оно того стоит.

They still have a starting promotion. I did it. On the deity. Against Nubia. This is very easy, there is also a card for tripled experience. I don't know, exchanging early research for an entire opponent is quite good, in addition, Cree has a very strong early development in itself.
 
Cree scouts train on the nearest city-state (with policy card "triple experience to scouts"), and then they capture the nearest neighbor. Then these scouts will upgrade and just serve you. I captured Nubia on deity with these scouts.

What do you mean "train on nearest city state"?
 
What do you mean "train on nearest city state"?

Fight with his units! From the start, you have a quick movement through the desired area, then you get movement after the attack (+heal), then you deftly go to be treated by the wounded, and you approach the other, fresh Okihtcitaw, in general, it is difficult to describe it, but it is much easier than it sounds!
 
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Longships can raid barb camps?
Yes, and it's extremely useful on water-heavy maps. But the camp needs to be empty. If a unit is in it, you need a Quad to kill the unit first.

But the best part is the free goody huts, especially on continents&islands or terra maps! There are so many of them on small islands or near the poles, and longships reach them much faster than any land unit ever could.
 
I think you’re underselling Nubia a bit by not discussing how their civ ability factors in - 30% faster production (so they effectively cost less than normal archer) and 50% faster experience.
With all the other new powerful civs it’s easy to forget how insanely strong Nubia can be. I just played a small map game with them while waiting for the new update, and having multiple ranged units at the 4th promotion level before they even get to crossbows is wild. It’s basically easy mode if you have even half-decent early production and a nearby neighbor.
 
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Gaul Warrior:

Replaces Warrior
Prod 40->60
+10 against units that have a higher melee strength than it.
Upgrades to Man-at-arms.
Norway Longship:

Replaces Galley
Strength 30->35
Can coastal raid
+1 movement on coasts
Mind clarifying why you include external ability (can coastal raid) for Longship but not one for Gaesatae (+strength per all adjacent units)? Same for most other units here (Saka without Scythia ability, Nubia without being cheaper, etc.).
 
Babylon Scout:

Uses the melee promotion tree, but let's compare it with scout
Prod Cost 30->35
Strength 10->17
+17 against cavalries.
+5 against anti-cav.
Does not receive extra Xp for scouting missions.
Cannot pet.

Analysis: The only early-game counter against Sumerian War Carts. Not very expensive, and you still have the option to build cheaper normal scouts for Garrison+1 amenity.

Still obsessed with the Garrison ability and killing city-states I see...

The Babylon UU is used mainly for its SIGHT bonus btw.
 
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