what is your favorite unit?

..Where's Attacko when you need him to tell you the proper use of amphibious promoted war elephants? :p
...
Sury should really have amphibious paratrooping war elephants :lol:
 
Tactical nukes are better for their ability to be brought right up to the enemy, IMO. But still, ICBMs are fun :)

Actually there worse (for me) BECAUSE you must bring them to the enemy thereby wasting hammers on subs to use them and even doing all that there will be many cities unable to be nuked due to being to far from the coast.

I usually build hundreds of ICBMs per game (when they become available my top 5 production cities build nothing but them).
As such when taking into account the amount of subs needed to carpet bomb there empire to rubble the hammer benefit is minimal.
So instead of building 50+ tac-nukes with enough subs to deliver while wasting turns for the subs to arrive and having some of the nukes not even be able to hit there targets I'll go the sure thing route and build ICBMs. They hit everything, can be launched immediately therefore no need to waste time waiting for the war to start, and no need to build Sub (or Missile Cruiser) units.

Even taking into account any ICBMs shot down my SDI (assuming I let the AI get that far) it is still more cost effective to spam them than tac-nukes and leads to quicker game wins.
 
Tactical nukes and Conquistadors.
The7Sins said:
Even taking into account any ICBMs shot down my SDI (assuming I let the AI get that far) it is still more cost effective to spam them than tac-nukes...
Really? For each hit with a tactical nuke post SDI you can expect to pay 400:hammers: (cost/chance to hit=250/0.625), and for each hit with an ICBM you can expect 2000:hammers:(500/0.25), how the heck is the meagre cost of subs going to eclipse that gap?

They aren't even more cost effective before SDI, as a tactical nuke + sub costs just 400:hammers: vs an ICBMs 500:hammers:, and thats the worst case scenario for tacticals as each sub can carry 3 (total 900:hammers: for sub + 3 tac nukes vs total 1500:hammers: for 3 ICBMs)! I think that level of hammer saving is, contrary to your post, far from 'minimal'. And this is ignoring the fact you can launch tacticals from a city belonging to you or any civ you have OB with,, or your own forts, so if you can hit them from there you won't need as many subs....

On time taken to move them, nuke wars are most effective when using units to take cities after the nuking, and if you have to transport land units then theres no extra time wasted. Also, remember that as ICBMs cst twice as much they take twice as long to build.
Besides, you can move the subs before even building the nukes, as provided you have OB you can teleport your tacticals to your targets cities and load your subs there. :mischief:

Range may be an issue on large/huge maps, but on standard I fid it rare that I can't use subs and nukes to hit every city, and with paras, wipe out a civ in a single turn. Even on maps where you can't hit everything by capturing/razing all their coast and near coast cities you should be able to cap them in one turn. Besides theres nothing stopping yo topping up a tactical nuke force with a few ICBMs if you really need to hit something.
 
Honestly and probably, the warrior is the most used unit...for me at least. Excellent MP, excellent worker stealer, has some cool promo called woodsman II, really early choker.

No trolling. The very fact I start I start with a warrior over a scout makes me smile proves a warrior is a nice unit. Especially the cost.
 
Honestly and probably, the warrior is the most used unit...for me at least. Excellent MP, excellent worker stealer, has some cool promo called woodsman II, really early choker.

No trolling. The very fact I start I start with a warrior over a scout makes me smile proves a warrior is a nice unit. Especially the cost.
I was sure you'd say that :D Just watched some of your videos (I dared to click on your link). They are hugely entertaining :)
 
I play Legends of Revolutions mod and my favorite unit is the Viet Cong (squad infantry). They have a movement factor of 2 which makes them really powerful. Even after you start to build tanks the Viet Cong have the same movement range so they remain useful.
 
Won't that raze it? And when do you get unguarded capitals? I've never seen one?

Several civs start out with only a scout. A lot of MP players use that knowledge for a cheesy win. One of the reasons I don't play FFA.
 
Zerkers on archipelago
 
Janissaries, beeline Gunpowder, and BANG! Second is Chu-Ko-Nu, combined with Macemen with Raider II, the AI will pray you not to kill him.
 
Cannons. You don't even need to upgrade Macemen to utterly muller a cityful of defenders.
 
I second this


By the way, OP, Navy Seal is generally considered one of the lower tier UUs. IMO I think it is OK on paper, but it just comes too late in the game to be of much use. However, it's value go up quite a bit on Industrial era starts, but that is not what most judge units and buildings on. Granted, "favorite" does not necessarily imply "best" and is subjective, so I give you that.

Isn't the advantage of fast worker pretty much limited to the first 150-200 turns or so?

You're only really rushing to get things done with workers during the first quarter or so of the game, at the most.

I mean, most people say Hagia Sophia and Serfdom are both undesirable because the importance of workers declines so much by that point. The same applies to FW's.

I think FW's are slightly overrated.
 
Isn't the advantage of fast worker pretty much limited to the first 150-200 turns or so?

You're only really rushing to get things done with workers during the first quarter or so of the game, at the most.

I mean, most people say Hagia Sophia and Serfdom are both undesirable because the importance of workers declines so much by that point. The same applies to FW's.

I think FW's are slightly overrated.
Early advantages tend to snowball in this game. Your FW gets the 1st corn improved 1t earlier then the pasture 2ts earlier and so on. Not to mention their ability to move onto a forested tile and be able to start roading / chopping on the same turn. This is one of the late game uses of a group of fast workers: they can road a forested tile to the enemy city so that your army can pass in 1t and (surprise) attack. No, they are not overrated. They are the most broken units in the game right behind the quechuas if used correctly.

Most people would rather build the HS for GE points if ever. I agree that Serfdom is generally undesireable but not because the importance of workers declines at that point: however, you'd generally have enough workers at that time to get your improvements (or chain irrigate) quickly even without any further help, plus you really have more useful civics available at that pont.
 
Early advantages tend to snowball in this game. Your FW gets the 1st corn improved 1t earlier then the pasture 2ts earlier and so on... No, they are not overrated. They are the most broken units in the game right behind the quechuas if used correctly.

I'm working on a 'deliberate Global Warming' strategy, and in my preliminary test games the FW is making Gandhi a pretty fierce prospect. Will be making a thread when it's sorted.
 
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