Monsterzuma
the sly one
- Joined
- Jun 1, 2008
- Messages
- 2,984
Split off from the "jump to immortal" thread:
I see some people recommending scouts and slingers... Personally I never build these units. Better to beef up your military in the case of a surprise attack. Maybe someone can explain the appeal of both these units to me, compared to warriors, because it kinda escapes me.
Any warriors you build will be swordsmen later, which become extremely powerful when boosted with Oligarchy's +4 strength bonus and (possibly) the dark age card for +5 strength (but no healing outside own territory). And these can make use to the battering ram and siege tower units, thus making them powerhouses at least on par with horsemen.
My current favorite build order is to rush three warriors out of the gate right at the start to get some of that vital early exploration work done, while also strengthening my short term and long term defenses.
Warriors only move slower than unpromoted scouts on flat, open terrain. Their ability to clean up barbarian camps on their own gives them an additional advantage. They're better defended against barbarian attacks.
Yes, they are more expensive than scouts, but long run you don't want to blow resources on scouts first and then on defenses. Better to combine the two in one package.
As for slingers, seems to be a very weak unit with almost no viable uses? Am I missing something? I guess the ability to upgrade them to archers early is worth something, but the warrior -> swordsman upgrade impresses me more.
I see some people recommending scouts and slingers... Personally I never build these units. Better to beef up your military in the case of a surprise attack. Maybe someone can explain the appeal of both these units to me, compared to warriors, because it kinda escapes me.
Any warriors you build will be swordsmen later, which become extremely powerful when boosted with Oligarchy's +4 strength bonus and (possibly) the dark age card for +5 strength (but no healing outside own territory). And these can make use to the battering ram and siege tower units, thus making them powerhouses at least on par with horsemen.
My current favorite build order is to rush three warriors out of the gate right at the start to get some of that vital early exploration work done, while also strengthening my short term and long term defenses.
Warriors only move slower than unpromoted scouts on flat, open terrain. Their ability to clean up barbarian camps on their own gives them an additional advantage. They're better defended against barbarian attacks.
Yes, they are more expensive than scouts, but long run you don't want to blow resources on scouts first and then on defenses. Better to combine the two in one package.
As for slingers, seems to be a very weak unit with almost no viable uses? Am I missing something? I guess the ability to upgrade them to archers early is worth something, but the warrior -> swordsman upgrade impresses me more.