Units that you almost never build

Bring more siege. GGs are to precious for me to use on more than my medic.

I have had Combat VI gunships with Blitz, but not knights.

I don't have trouble bringing down defenders enough to have my regular "stock" units win 95% of the time.

I bring enough siege that I don't ever have to wait for siege reinforcements. 13 - 14 will do fine for any war since the survivors will have CRIII and perhaps Barrage I/II. I make sure to have a few that will not likely make it, but will deal collateral damage and damage the main defender as well. 13 - 14 should do it. Also, don't bring a catapult to a trebuchet fight ;)
 
A couple of tac nukes later and no promotion means anything.

I've never bothered to do the whole super medic concept, when I build transports (galleons, transports, w/e) I'll usually chuck the medic promotion on them so I can pull the troops off the beach if things really head south.

Once in a blue moon I'll get a Medic II unit in a stack if I expect protracted fighting (most of the time I have a couple of stacks some with medic units in them like a medic defense unit just on principle).
 
I have always been a bit confused about the medic ability of units, when does it give (extra) healing?

Does moving the medic unit make a difference?
Does moving the medic unit make a difference if it has march?
Does moving the wounded unit make a difference?
Does moving the wounded unit make a difference if it has march?
Does partly moving the medic unit make a difference?
Does partly moving the medic unit make a difference if it has march?
Does partly moving the wounded unit make a difference?
Does partly moving the wounded unit make a difference if it has march?

Partly as in, having moved but still having movement points left.
The medic ability always gives extra healing, regardless of whether the medic has moved. To answer your questions:

Medic Moving: Only in terms of which tile(s) get the healing benefit. The benefit is applied to the tile the medic ends its turn on (in the case of Medic I/Woodsman III), and adjacent tiles (Medic II/III). March has no effect on how a medic heals other units. It may be easier to think of medic promotions as additions to the tile, since each tile has a particular healing factor based on its conditions (cultural borders, city, hospital, presence of a medic unit).

March: Only affects whether the unit with March recovers strength/hitpoints or not. Without March, a wounded unit that has even partially moved will recover no strength, or won't heal, in other words. With March, a wounded unit recovers strength (as if it has not moved at all), regardless of movement. The wounded unit is the only one affected by its March promotion.

So, in terms of how much healing is done on a particular tile:

No
No
Yes
No
Partial movement is the same as full movement for healing purposes.
 
The medic ability always gives extra healing, regardless of whether the medic has moved. To answer your questions:

Medic Moving: Only in terms of which tile(s) get the healing benefit. The benefit is applied to the tile the medic ends its turn on (in the case of Medic I/Woodsman III), and adjacent tiles (Medic II/III). March has no effect on how a medic heals other units. It may be easier to think of medic promotions as additions to the tile, since each tile has a particular healing factor based on its conditions (cultural borders, city, hospital, presence of a medic unit).

March: Only affects whether the unit with March recovers strength/hitpoints or not. Without March, a wounded unit that has even partially moved will recover no strength, or won't heal, in other words. With March, a wounded unit recovers strength (as if it has not moved at all), regardless of movement. The wounded unit is the only one affected by its March promotion.

So, in terms of how much healing is done on a particular tile:

No
No
Yes
No
Partial movement is the same as full movement for healing purposes.

A brilliant! Thanks alot, this will certainly help me. So far i was always reluctant to attack with my medic unit because I was afraid it would lose its healing powers.
 
I have always been a bit confused about the medic ability of units, when does it give (extra) healing?

Does moving the medic unit make a difference?
Does moving the medic unit make a difference if it has march?
Does moving the wounded unit make a difference?
Does moving the wounded unit make a difference if it has march?
Does partly moving the medic unit make a difference?
Does partly moving the medic unit make a difference if it has march?
Does partly moving the wounded unit make a difference?
Does partly moving the wounded unit make a difference if it has march?

Partly as in, having moved but still having movement points left.

Moving the medic unit never affects healing of other units.

A unit which moves doesn't heal unless it has march.

Partial or full moves, no difference. If the unit does anything other than sit in place, it won't heal without march.

The medic heals any units which are eligible for healing within its range.
 
Airships are a good counter to being blockaded, but only then.

I rarely see the AI build tanks, so no anti-tanks.

Explorers come early if you research those techs first. Scout/Explorers are my choice for medics if I have two promotions.

Missiles are for if you don't want to bother with carriers.

Trebs are way better than cats for city bombardment.

Triremes because galley vs. galley combat is iffy, and barbs never make Triremes. Basically they're barb defense for your seafood or escorts if you do an early sea invasion. I use them more in the RFC mod than anything else, but they're also useful for Vikings.


Privateers are the only blockaders to steal money from trade routes. Use them on your friends!

Paras are only useful for cross channel invasions without ships, or spaming on critical resources. But flight is kind of a useless sidestep unless you go for a late conquest

Ironclads are only useful if your research is slow.

Ships of the line are worthless if you beat the AI to Frigates, because they won't live past your frigate blockade.

Paras, AT, Ironclads, Airships, airplanes, and any ship beyond Destroyers are the ones I rarely ever build. Usually less than once a game.

What are the units that you almost never use or build?

For me I never use:

Airship -Very weak and I don't like it

Anti-Tank -I never tried one!

Explorer -Comes too late

Guided Missile -Worthless

Irondad -Never built one I usually wait for destroyers/battleships

Privateer -Never built one!

Paratrooper -Nop .. useless for me

Trebuchet -I stick to catapults

Trireme -Stupid ship
 
Privateers are the only blockaders to steal money from trade routes. Use them on your friends!

Priceless.

Right up until you get that great general without being at war. Which can happen from time to time.

Still Priceless though. :)
 
I read a post here where someone keeps privateers so they can attack AI carasels that obviously have spies - brilliant.

I make 1 or 2 airships, for intelligence purposes.

A lot of units become a lot more useful if you play on epic or marathon. It makes the game much cooler if you ask me. I have found that cruisariers are cluch invasion forces in the middle ages, without them I probably couldn't have done it all the times I did.

Have you tried trebs to invade cities? At first I thought cats were better (they are more versitle) but that city raider bonus is quite clutch.

I don't make musketmen either. I have, so I know what they're about, and I don't think they're very good.


A lot of these units I'll make maybe 1 or 2 of, like ship of the line, to protect an important coastal city.

Marines can be used to good effect, especially before modern armor (not a lot time I suppose). I promote them to v. gun powder units and they kick a fair amount of ass.

I have a question - can paratroopers only fly out from cities? If you could have them fly out from transports they would be a lot more useful. As is they're kind of meh, except when you get a bunch dropped into an enemy fort, to use as a diversion from your main attack force.
 
Paratroopers can only fly out of Forts and Cities. Forts make it very useful (NOTE: BtS only, but I am 99% sure that Paratroopers aren't in Warlords...)

There are suggestions that Paratroopers should be able to be carried in Carriers (note: Not transports), and that they can jump from there, but I dunno...

Nonetheless, Paratroopers, if used right, can be devastating for a rapidly advancing final game rush to a city!! They are faster than a tank, and can defend cities better. Also, the AI doesn't spam the counter-unit, whereas they spam SAM infantry for Gunships (and anyway, Gunships can't capture cities :P)
 
Recently, I've had a lot of success massing paratroopers on the AI's border, bombing cities down with bombers, using helicopters to clear out the city (their 4 movement points + blitz + bombed out defenders = easy victories). Once that's done, drop some paratroopers next to the city and just waltz in to take it.
 
I've been able to fly paratroopers out of forts. You're right about the marines. I will usually keep on hand about 9-12 of them, and use 'em for small strifes that maybe going on across the world. Plus since you want to use them to take costal cities, you can take a city and voila... a costal port to bring in reinforcements.
 
Hi



awww pirates are FUN :)

Civ4ScreenShot0018.jpg


and help the economy :)

Kaytie

how did you get the GP-meter under the tech-meter? thats pretty cool :p
 
Airships: I don't use them much for anything save reconnaissance inside the enemy's territory.

Galleys: I hardly build them.

Spies: my spies get caught to often to work effectively...

Ironclad: Same as Galley.

Trebuchets: almost never build them.

can't think of anything else.
 
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