Unique Units

xmen510

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This thread is for Unique Unit Discussion only.

Last updated April 02, 2009 with sandman730's most recent list.

Spoiler :
Civilizations UUs:
*Note: stuff in parentheses are changes made to unit that the UU replaces

Quendi:

Noldor: House of Fingolfin:
- UUs:
*Swordsmen

Noldor: House of Fëanor:
- UUs:
*Swordsmen

Teleri:
- UUs:
*Swan ships [early transport, other ships]

Sindar:
- UUs:
*Elven Archers
*Forest Sentry [double? defense on Forest Tiles, works especially nice as elven cities can be in forests.]

Vanyar:
- UUs:
*Spearmen
*Magic


Good Men:

Númenor:
- UUs:
*Unique ships

Arnor:
- UUs:
*Dunedain Horse Rangers [replaces knight]
strength: 14 (+4)
movement: 2
cost: 140 (+50)
Immune to first strikes
Flank attack vs. Catapults and Trebuchets
Ignores terrain movement costs (added)
1 first strike (added)
+25% defense bonus (added)
*Dunedain Foot Ranger [replaces archer]
strength: 6 (+3)
movement: 1
cost: 40 (+15)
1 first strike
+50% city defense
+25% hills defense
Immune to first strikes (added)

Gondor:
- UUs:
*Guards of the Citadel
*Trebuchets [replaces catapult, but has same stats as trebuchets in regular game]
*Ithilien rangers [?]

Edain:
-UUs:
*Swordsman


Neutral Men:

Rohirrim:
- UUs:
*mearas long-spear [replaces knight]
strength: 12 (+2)
movement: 2
cost: 120 (+30)
Immune to first strikes
Doesn't receive defensive bonuses
Flank attack vs. Catapults and Trebuchets
1 first strike (added)
*mearas long-sword [replaces knight]
strength: 13 (+3)
movement: 2
cost: 160 (+70)
Immune to first strikes
Doesn't receive defensive bonuses
Flank attack vs. Catapults and Trebuchets
2 first strikes (added)
*horse archer [same stats as horse archer in regular game]
*other horsemen [?]

Northmen:
- UUs:
*Dale archers [replaces archers]
strength: 5 (+2)
movement: 1
cost: 50 (+25)
1 first strike
+50% city defense
+25% hills defense
+50% vs. Melee Units (added)
*workboats that don't get used up

Dunlending:
- UUs:
*units plunder more gold??
*cheaper but weaker units

Isengard:
- UUs:
*Uruk-Hai [replaces infantry]
strength: 6 (+1)
movement: 1
cost: 40
+10% City Attack
+25% vs. Melee Units
*other Uruk-Hai units [?]

Evil Men:

Haradrim:
- UUs:
*Mumakil [stats similar to war elephant]
strength: 10 (+2)
movement: 1
cost: 80 (+20)
Doesn't receive defensive bonuses
+50% vs. mounted units
1 first strike (added)
*Corsair [replaces infantry]
strength: 6 (+1)
movement: 1
cost: 80 (+40)
+10% City Attack
+25% vs. Melee Units
Starts with Amphibious and March promotion (added)
1 first strike (added)
*ship for Corsair [?]

Easterling:
- UUs:
*Chariots [replaces horsemen, but has the same stats as chariots in the regular game]
*War Chariots [replaces horsemen, but has the same stats as the war chariots in the regular game]
*Pikemen [replaces infantry, but has the same stats as pikemen in the regular game]

Angmar:
- UUs:
*sorcery maybe?
*Some kind of undead (Barrow Wights? maybe have some different undeads)


Shadow:
-UUs:
*Orc Units (-1 strength, -20 cost):
Warrior

Swordsman
Axeman
Long Swordsman
Berserker

Spearman
Pikeman

Bowman
Archer
Crossbowman

Scout
Hunter​
*Troll Infantry [replaces infantry]
strength: 10 (+5)
movement: 1
cost: 160 (+120)
+20% City Attack (+10%)
+50% vs. Melee Units (+25%)
*Troll Berserker [replaces Berserker]
strength: 13 (+5)
movement: 1
cost: 240 (+170)
+20% city attack (+10%)
Starts with Amphibious
+50% vs. Melee Units
*Troll Stoneslinger [replaces Archer]
strength: 8 (+5)
movement: 1
cost: 120 (+95)
1 first strike
+50% city defense
+25% hills defense
Starts with Amphibious (added)
+50% vs. Melee Units (added)

Mordor:
- UUs:
*Uruks [I have no idea what this is]
*Grond [World Unit]

Angband:
- UUs:
*Balrogs [replaces infantry]
strength: 13 (+8)
movement: 1
cost: 320 (+280)
+30% City Attack (+20%)
+50% vs. Melee Units (+25%)
*Cold Drake
strength: 14
movement: 2
cost: 240
Immune to first strikes
Doesn't receive defensive bonuses
Flank attack vs. Catapults and Trebuchets
1 first strike (added)
*Fire Drake [replaces Cold Drake]
strength: 16 (+2)
movement: 3
cost: 360 (+120)
Immune to first strikes
Doesn't receive defensive bonuses
Flank attack vs. Catapults and Trebuchets
2 first strikes (added 1)
*Winged-Dragon [replaces Cold Dragons]
strength: 18 (+2)
movement: 3
cost: 480 (+120)
Immune to first strikes
Doesn't receive defensive bonuses
Flank attack vs. Catapults and Trebuchets
Ignores terrain cost (added)
2 first strikes
Can destroy tile improvements and hurt city defenses [-25% per turn] (added)
*werewolves
strength: 12
movement: 2
cost: 160
+50% vs. Mounted Units
1 first strike
Immune to first strikes
Doesn't receive defensive bonuses
Flank attack vs. Catapults and Trebuchets


Khazâd:
- UUs:
*Dwarven slingers [replaces archer]
strength: 6 (+3)
movement: 1
cost: 60 (+35)
1 first strike
+50% city defense
+25% hills defense
Starts with Amphibious (added)

Longbeard:
- UUs:
*Dwarven Sappers [replaces infantry]
strength: 7 (+2)
movement: 1
cost: 80 (+40)
+25% City Attack (+15%)
+50% vs. Melee Units (+25%)
Starts with Amphibious (added)
*Dragon slayers [replaces infantry]
strength: 7 (+2)
movement: 1
cost: 120 (+80)
+25% City Attack (+15%)
+50% vs. Melee Units (+25%)
+100 against dragons

Broadbeams & Firebeards:
- UUs:
*Khuzdul Miner [replaces Worker]
movement: 2
cost: 60
Can improve tiles
+25% construction speed for Expansive leaders
+1 gold for every mined resource (added)
 
And done.

Just to let you know, the Racial Names are just Place Holders, we would prefer to come up with something more Unique or Referenced Directly from Tolkien's work for them. The same with Buildings eventually.

EDIT: Remember, by all means, come up with other ideas as well. We have already had some in-depth discussions regarding the Dwarven (should be renamed Khazad) Sappers.
 
I think the easterling UU should be chariot, not Haradrim (they had mumakil and horseman). The Easterlings include the wainriders (thus chariots). Also, Haradrim might get some ships for the Corsairs of Umbar if we include them here.
For the house of Feanor, maybe we can use something like elven swordsman. The vanyar used mostly spears apparently so maybe something hoplite like. Maybe give all elves except the Noldor special archers, but the Noldor more specialized in the melee/spearman.
For Arnor, something of the earlier times that is special: watchmen maybe? Edain I wouldn't really know. Maybe no horses and only footmen but they are better? Maybe wolves (apparently one of the great wolves killed the lead werewolf but I forgot the name).
Dunlendings: units that plunder more gold or receive money per kill. Maybe also cheaper but weaker units.
Angband: also werewolves, vampires.
 
One of the things that annoys me about Civ4 is that you only get one unique unit - so when it's obsolete, you go back to the same unit list as everyone else. I would like to see multiple unique units, if not overlapping, at least so that you should have at least one useful unique unit at any given point in the game.
 
Indeed, don't limit it to one UU per civ (though don't go out of your way to add the same number for each civ either.)
 
I agree, and i think this is something everybody here feels the same about: we add UU's when we think they are appropriate (even UUs for multiple civs but not all civs are possible like dwarven something for all dwarven civs if appropriate). The number does not have to be the same, we just have to keep the balance in what kind of an edge they give.
 
I agree with a lot of what you guys said there.

I will change the Chariot to Easterlings from Harad. I will add Corsair to Harad.

I will update Edain with Swordsman and Spearmen for Vanyar.

If I missed something, point it out. (By the way, except for a few additions/changes of my own, most of that list is Berenthors at this point from his original Civ list).
 
Here are some suggestions:

Noldor: House of Fingolfin:
- UUs: hmm... IDK (maybe improved Captain of some kind? swordsman?)
Noldor: House of Fëanor:
- UUs: Son of Fëanor (replaces Captain (or Hero or whatever)), each get individual names
Teleri:
- UUs: Swan Ships (early transport) - I like the idea though of them having a large number of unique ship units (instead of giving them archers)
Sindar:
- UUs: Sindarin Archers (act like Rangers?), something to replace scout maybe?
Vanyar:
- UUs: Vanyarin Spearmen

Good Men:

Númenor:
- UUs: several unique ships (available later than the first Telerin ones)
Arnor:
- UUs: Dunedain Rangers (horseman & rangers, if this is possible)
Gondor:
- UUs: Tower Guards, maybe Ithilien Rangers
Edain:
- UUs: Edain Swordsman (is 'Edain' permissible as an adjective?)

Neutral Men:

Rohirrim:
- UUs: Several different mounted units.
Northmen:
- UUs: Dale archers sounds good, IDK about ship
Dunlending:
- UUs: some sort of Raider unit? (+gold on victory?)
Isengard:
- UUs: Uruk-Hai

Evil Men:

Haradrim:
- UUs: Mûmakil (only civ with elephants), Corsair (some kinda Privateer unit)
Easterling:
- UUs: Chariots, maybe Easterling Pikemen later on (those guys look friggin' awesome in the movies)
Angmar:
- UUs: no idea

Shadow:

Mordor:
- UUs: Orcs, Uruks, Trolls
Angband:
- UUs: Balrogs, Dragons, Orcs, no trolls though (Morgoth didn't use trolls)

Khazâd:

Longbeard:
- UUs: Dwarven slingers, Dwarven Sappers, Dragon slayers
Broadbeams & Firebeards:
- UUs: same as above, maybe? Maybe (maybe for both) a Khuzdul Miner unit that's a worker with faster mine-building times, maybe can also walk on and improve mountain tiles
 
Removed:

Trolls from Angband
Ship from Northmen

Added:

Added Pikemen to Easterlings
Added Khuzdul Miner (Worker) to Boradbeams & Firebeards

T_F: In regards to the Sons of Feanor, check out the current discussion in the Leaders thread. There is something we are contemplating.
 
Haradrim maybe also different horsemen.
I would keep the guards of the citadel for Gondor (more important than the tower guards)
For the teleri and Numenor both a line of ships and not just one
Feanor & Fingolfin: both something with special swordsman.
Vanyar maybe also something with magic
Sindar: elven archers and maybe something else for the scout?
Dale maybe something with better workboat or workboat that doesn't get destroyed (skilled at working on the river?)
Angmar: something with sorcery I would say, also maybe special axewielders or something
Dunlending: the gold definetly per unit destroyed (this promo for all units maybe) and overal cheaper but weaker human units
 
I thought I had posted on this thread allready, but here goes again:

Sindar: Forest Sentry (double? defense on Forest Tiles, works especially nice as elven cities can be in forests.)
Angmar: Some kind of undead (Barrow Wights? maybe have some different undeads).
 
I just checked, the other computer is still trying to post a message (I tried posting about 10 hours ago :crazyeye: )
 
Spoiler :
Civilizations:
UUs:
*Note: stuff in parentheses are changes made to unit that the UU replaces


Quendi:

Noldor: House of Fingolfin:
- UUs:
*Swordsmen

Noldor: House of Fëanor:
- UUs:
*Swordsmen

Teleri:
- UUs:
*Elven Archers
*Swan ships [early transport]

Sindar:
- UUs:
*Elven Archers
*Forest Sentry [double? defense on Forest Tiles, works especially nice as elven cities can be in forests.]

Vanyar:
- UUs:
*Spearmen
*Magic


Good Men:

Númenor:
- UUs:
*Unique ships

Arnor:
- UUs:
*Dunedain Rangers [horseman & rangers, if this is possible] [What do you mean?]

Gondor:
- UUs:
*Guards of the Citadel

Edain:
-UUs:
*Swordsman


Neutral Men:

Rohirrim:
- UUs:
*Different mounted units [suggestions for types: sword, spear, bow]

Northmen:
- UUs:
*Dale archers [replaces archers]
strength: 5 (+2)
movement: 1
cost: 50 (+25)
1 first strike
+50% city defense
+25% hills defense
+50% vs. Melee Units (added)
*workboats that don't get used up

Dunlending:
- UUs:
*units plunder more gold??
*cheaper but weaker units

Isengard:
- UUs:
*Uruk-Hai [replaces infantry]
strength: 6 (+1)
movement: 1
cost: 40
+10% City Attack
+25% vs. Melee Units


Evil Men:

Haradrim:
- UUs:
*Mumakil [replaces war elephant]
strength: 10 (+2)
movement: 1
cost: 80 (+20)
Doesn't receive defensive bonuses
+50% vs. mounted units
1 first strike (added)
*Corsair [replaces infantry]
strength: 6 (+1)
movement: 1
cost: 80 (+40)
+10% City Attack
+25% vs. Melee Units
Starts with Amphibious and March promotion (added)
1 first strike (added)

Easterling:
- UUs:
*Chariots [replaces horsemen, but has the same stats as chariots in the regular game]
*Pikemen [replaces infantry, but has the same stats as pikemen in the regular game]

Angmar:
- UUs:
*sorcery maybe?
*Some kind of undead (Barrow Wights? maybe have some different undeads)


Shadow:
-UUs:
*Orcs [replaces infantry]
strength: 4 (-1)
movement: 1
cost: 20 (-20)
+10% City Attack
+25% vs. Melee Units

Mordor:
- UUs:
*Uruks [I have no idea what this is]
*Trolls [replaces infantry]
strength: 10 (+5)
movement: 1
cost: 160 (+120)
+20% City Attack (+10%)
+50% vs. Melee Units (+25%)

Angband:
- UUs:
*Balrogs [replaces infantry]
strength: 13 (+8)
movement: 1
cost: 320 (+280)
+30% City Attack (+20%)
+50% vs. Melee Units (+25%)
*Dragons [replaces knight]
strength: 13 (+3)
movement: 3 (+1)
cost: 240 (+150)
Immune to first strikes
Doesn't receive defensive bonuses
Flank attack vs. Catapults and Trebuchets
Ignores terrain cost (added)


Khazâd:

Longbeard:
- UUs:
*Dwarven slingers [replaces archer]
strength: 6 (+3)
movement: 1
cost: 60 (+35)
1 first strike
+50% city defense
+25% hills defense
Starts with Amphibious (added)
*Dwarven Sappers [replaces infantry]
strength: 7 (+2)
movement: 1
cost: 80 (+40)
+25% City Attack (+15%)
+50% vs. Melee Units (+25%)
Starts with Amphibious (added)
*Dragon slayers [replaces infantry]
strength: 7 (+2)
movement: 1
cost: 120 (+80)
+25% City Attack (+15%)
+50% vs. Melee Units (+25%)
+100 against dragons

Broadbeams & Firebeards:
- UUs:
*Khuzdul Miner [replaces Worker]
movement: 2
cost: 60
Can improve tiles
+25% construction speed for Expansive leaders
+1 gold for every mined resource (added)
 
A lot of that looks pretty good.

In regards to the Corsair, I was originally thinking a Ship Unit, but that looks good to.

The Dwarven Sapper we were thinking along the lines of the Dwarven (Khazad) artillery piece, instead of a catapult type unit. But that looks interesting as well.

Overall, that looks really good. (Repeating myself, I know, but it is true).

Now to hear what the others think.
 
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