Upgrade paths and UU implications

Infiltrator

Warlord
Joined
Sep 13, 2009
Messages
295
I know it's a bit early but I was wondering how you guys manage your armies during transition periods - it appears each upgrade path suffers from a "hole" in an era where it doesn't have an appropriate upgrade, meaning that it doesn't get corresponding strength boost for about 50 or so turns which makes it hard depending on your difficulty or circumstance.

This means that units "spike" much more sharply during the ages but do it less frequently. This incurs a more expensive gold investment, but you can also sell units whose path you don't plan to follow in order to upgrade those that do. Has anyone actually done a strategy that involves this method?

Another thing to note that some civs can flatten the line with their UUs - because not all of them are replacements. For example. There's no longswordsmen, or medieval upgrade for the infantry line - but japan has the samurai that fills that gap. So no other infantry can match japans during medieval warfare simply because you're left with swordsmen from the classical era.

What have you guys experimented with? I am currently in a Deity game (pangea, small) and I've fended off two attacks, counter-attacked and destroyed 1 neighbor (norway) but now the question is what to tech for - The only thing I have now and that can transition into a medieval unit are archers > crossbowmen - I'd have to produce everything else since my light cav, saka horse archers and swordsmen shouldn't be able to cope with hordes of medieval + renaissance units that are to come.
 
I think the 'holes' are meant to broaden your army slightly...you can't just go heavy cavaly, some eras you will need light cavalry...you will need pikes to fill your heavy melee gap, and catapults to support your archers.
 
I think the 'holes' are meant to broaden your army slightly...you can't just go heavy cavaly, some eras you will need light cavalry...you will need pikes to fill your heavy melee gap, and catapults to support your archers.

Yeah I can understand that was the intention, but aren't unit counters supposed to fill that purpose - if your army isn't broad, it'll get countered easily if scouted properly. With this system, some unit types are just flat out better than others.
 
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