Why are Conquistadors only for $$$?

VladTepes

Clown Prince of Wallachia
Joined
Jan 6, 2003
Messages
478
Why can't they act as army commanders?
 
Because... they aren't?

They're a Great Person unit, not an army commander.
 
I think they should probably require the entire unique quarter to be completed, in line with a lot of other GPs. Fishing wharf is incredibly cheap.
I get why they did that because they are primarily made to travel over water, unlike other GP.
 
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I get why they did that because are primarily made to travel over water, unlike other GP.
And because they are most useful as early as possible in Exploration. After Shipbuilding II, Army Commanders can reinforce from across the open ocean. Before that, Conquistadors can provide extra units to your Army Commanders in Distant Lands that they otherwise cannot get..
 
And because they are most useful as early as possible in Exploration. After Shipbuilding II, Army Commanders can reinforce from across the open ocean. Before that, Conquistadors can provide extra units to your Army Commanders in Distant Lands that they otherwise cannot get..

I'm gonna be honest, Shipbuilding II takes like, thirty to thirty five turns to get to? I don't see myself ever being involved in a war in distant lands that early. By the time it pops I'm usually still charting out coastlines, settling the in-between islands, and maybe locating coastal areas of the distant continent that have treasure fleet resources and aren't settled yet. (after all, settling is always easier than warfare)
 
I'm gonna be honest, Shipbuilding II takes like, thirty to thirty five turns to get to? I don't see myself ever being involved in a war in distant lands that early. By the time it pops I'm usually still charting out coastlines, settling the in-between islands, and maybe locating coastal areas of the distant continent that have treasure fleet resources and aren't settled yet. (after all, settling is always easier than warfare)
Depends on game speed.

When I played Spain, I found myself taking out several IPs at once for some prime Treasure spots. That's where I found the Conquistadors useful. They multiplied the amount of units I could take to Distant Lands before the units could move themselves.
 
I actually wish Spain started the era with one conquistador in the capitol (perhaps that all civs got a copy of their unique civ at start of era). The fact that they have specific text that they can cross ocean made it weird that you cannot get them prior to all civilian units being able to do this. It would be more flavorful, and I don’t think broken, if this gave you a 7-10 turn jump start on crossing the ocean, with each game getting a random narrative flourish or maybe even getting an early settlement or suz an IP. Perhaps then the others should be gated behind UQ.
 
I think they should probably require the entire unique quarter to be completed, in line with a lot of other GPs. Fishing wharf is incredibly cheap.
Their main point is to give Spain a leg up in the early distant land conquest so that would kind of defeat that purpose.
 
I'm gonna be honest, Shipbuilding II takes like, thirty to thirty five turns to get to? I don't see myself ever being involved in a war in distant lands that early. By the time it pops I'm usually still charting out coastlines, settling the in-between islands, and maybe locating coastal areas of the distant continent that have treasure fleet resources and aren't settled yet. (after all, settling is always easier than warfare)
If you are aggressive you can certainly have already conquered some settlements by that time if you built multiple army commanders and units for them at the end of Antiquity.
 
Depends on game speed.

When I played Spain, I found myself taking out several IPs at once for some prime Treasure spots. That's where I found the Conquistadors useful. They multiplied the amount of units I could take to Distant Lands before the units could move themselves.
and this fits really well with how spain historically achieved its gains in the new world. Ad hoc.
 
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