Worst Leader?

I'll give you Justinian is bad without horses. But, I personally hardly ever don't have horses, so I wouldn't notice. The fact is that is UB works with his traits. Fast expansiion, your #1 goal is horses, which early on is manage-able on Pangea.

I just can't use the Madrassa at all. The Hippodrome was very useful during my story (see Signature) because I could stay in CAste System becuase of 5% rate, EVEN WITHOUT HORSES!. An extra ten happiness to run specialist trumps the no artist problem.

I don't play specialist, so the scientist are hampering growth, not helping as Arabia.
 
I'll give you Justinian is bad without horses. But, I personally hardly ever don't have horses, so I wouldn't notice. The fact is that is UB works with his traits. Fast expansiion, your #1 goal is horses, which early on is manage-able on Pangea.

I just can't use the Madrassa at all. The Hippodrome was very useful during my story (see Signature) because I could stay in CAste System becuase of 5% rate. An extra ten happiness to run specialist trumps the no artist problem.

I don't play specialist, so the scientist are hampering growth, not helping as Arabia.

Justinian isn't bad without horses!

That aside, one thing that needs more emphasis with the madrassa is its culture. It will win culture wars in border cities, especially if you get it in the BCs and it doubles! +8 culture from one building is hard to match. Even creative would struggle to push that back. I rarely use the priest slots.

The whole reason I'm posting this reply, though, is that scientists are crucial even if you aren't getting the bulk of your research from specialists. Getting great people points, in some what, is very important. Let's take an example of a cottage capitol with bureaucracy. It's getting 60 commerce/turn + 50% from civic. Let's assume the slider is at 50% so 45 commerce applied to science. If you grabbed a great scientist and put an academy there, farming that scientist is worth 22.5 beakers/turn, and it will only go up.

However, it goes beyond that. Using a scientist to bulb will greatly speed your tech rate. Let's say bulbing education means getting it 10 turns sooner (pretty conservative). That means you have access to oxford 10 turns sooner. So, in addition to the base value of the beakers you bulbed, you also get 10 extra multiplier turns with oxford. Using the capitol example from above, this would be 450 "hidden" beakers. However, it STILL doesn't take into account getting to liberalism and free speech or democracy/emancipation etc faster on top of that!

Long story short, you want to make sure you're accumulating GPP no matter what else you do. Usually, one city running enough specialists will get you what you need, but you still want to run them. IMO the madrassa doesn't help beyond a regular library with this, but the extra base culture makes it a useful/average UB by itself. Your cities compete with/beat creative in terms of winning tiles! Solid.

Edit:

UU and UB totally depend on horse - no versitility at all.
UB goes obselete late game.
UB is good for raiding, but with a SOD in foreign land you need something guarding it anyway, negating it's main benefit (speed).
If your oponent has War Elephants UB is pointless.

HAHAHA! That's a good joke!

http://forums.civfanatics.com/showthread.php?t=307576

Post #9.

Granted, it was only monarch. On higher difficulties you'd have to stop before you took over the entire world with them. Then again, most games aren't just LITTERED with protective leaders either. Pick your poison. They work pretty well clean through immortal, though. As you said, you need horse, but they do JUST FINE in enemy territory ;).
 
The problem is, Creative civs get 2 culture per turn starting on the turn the city is built, and then the library can double to 4 points per turn. So, they get 6/turn with a headstart over the Madrassa. I'm not saying it isn't beneficial. But I think there are other benefits that are more useful.
 
The problem is, Creative civs get 2 culture per turn starting on the turn the city is built, and then the library can double to 4 points per turn. So, they get 6/turn with a headstart over the Madrassa. I'm not saying it isn't beneficial. But I think there are other benefits that are more useful.

A madrassa will double to +8. If creative settled the city a bit sooner, it might win (although the AI isn't particularly brilliant about this sort of thing so you might very well beat it to 2nd border pop). However, if sal got his city settled a bit sooner, he will win instead. Also, the madrassa will culturally dominate any non-creative civ in a border battle if you're even trying AT ALL.

I don't find the priest slots too useful, typically. I guess it might help if you have a holy city and no shrine, but those two requirements aren't TOO common for me on the difficulty levels I play. I suppose I get confuc or taoism sometimes (more often the latter), but is it worth farming out a guy AND sinking all those hammers just to spread the religion? I might do this if I had sal in isolation, because Taoism would at minimum autospread to all of my cities and that's usually at least +12 GPT right there (and bulbs are a bit less attractive without trades!), but generally I'd say the actual best thing about the madrassa is its culture. I'd also say it's far from a top UB, but I'd take it over something like the mall...although the mall would be GREAT if it came earlier.
 
@TMIT

Yeah - I never played as the Mongolians. I was just going from what I read. I shouldn't have explained them as if I understand them, cause you don't understand a civ until you play as them.
 
I never liked Isabella and the Spanish, don't think Expansive is that good and Spiritual is kinda useless. Conquistador are not that useful and Citadel lasts for too short.
 
Conquistadors do get defensive bonus (one of the two mounted units that can get a defensive bonus) and are +50% against melee to help against pikemen. They are a very good UU for their age-unfortunately the age of cuirassers is not that long.
 
Conqs are AWESOME. Two moves, defensive bonuses, immunity to first strikes, withdrawal chances, flanking; sick. SO much fun. Here're some tips, keeping in mind that I play Emperor / Huge / Marathon / 18 Civ (all UUs lose alot of their fun factor on faster speeds).

Izzy is actually a good leader to play, but she lends herself to a different approach. If you get a coastal start with seafood, you're going to have an advantage with food and commerce right off the bat since you have Fishing as a starting tech. Forget the early religions and go Mining-BW. The game at this stage is going to play out like a normal game (axe rush if someone close, rex out until economy crash, get your specialized cities up, prioritize the wonders that help on the map, yadda, yadda, yadda). What changes with Izzy is the tech path you'll be moving along - you want to get Conqs out as quickly as possible; @500 AD seems to be average for me - depends on the tech trading partners.

Once Conqs are out the gate, you will own the world. They eat the lunch of EVERYTHING before Rifles. And if you want to be extra evil, and your tech lead is safe, take some time and beeline Steel while building up your army of Conqs. Conqs and Citadel-promoted Cannons are unstoppable. The AI doesn't place a great emphasis on Rifling, so you can rampage with Conqs for hundreds of years.

Izzy's traits are good enough. Spiritual is good for no anarchy civic changes and Theo/Vassalage xp abuse (Conqs with three promos out of the box before adding settled GGs). Expansive boosts the health cap which I find to be very useful (the happy cap is easy to get around, health tends to be more of a hard ceiling) and helps you rex out the cities you need to support your Conq-beeline. The starting techs are very good, and on lower levels you've got a very good shot of being one of the first to get a religion and reap the benefits of spamming it around.

The most fun I've had lately was a Random Leaders game as DeGaulle of Spain on a Great Plains map. Charismatic Conqs are ridiculously fun. :D
 
Conquistadors do get defensive bonus (one of the two mounted units that can get a defensive bonus) and are +50% against melee to help against pikemen. They are a very good UU for their age-unfortunately the age of cuirassers is not that long.

What's the other mounted unit that gets a defensive bouns?

Thanks in advance.
 
Immortals also get defensive bonus.
 
A madrassa will double to +8. If creative settled the city a bit sooner, it might win (although the AI isn't particularly brilliant about this sort of thing so you might very well beat it to 2nd border pop). However, if sal got his city settled a bit sooner, he will win instead. Also, the madrassa will culturally dominate any non-creative civ in a border battle if you're even trying AT ALL.

I don't find the priest slots too useful, typically. I guess it might help if you have a holy city and no shrine, but those two requirements aren't TOO common for me on the difficulty levels I play. I suppose I get confuc or taoism sometimes (more often the latter), but is it worth farming out a guy AND sinking all those hammers just to spread the religion? I might do this if I had sal in isolation, because Taoism would at minimum autospread to all of my cities and that's usually at least +12 GPT right there (and bulbs are a bit less attractive without trades!), but generally I'd say the actual best thing about the madrassa is its culture. I'd also say it's far from a top UB, but I'd take it over something like the mall...although the mall would be GREAT if it came earlier.

My point is, during the "grey area" while your madrassas are catching up to my cheaply produced Creative libraries, there is going to be a war against your madrassa city. I guard my cities against cultural pressure with pointy sticks. I guess those protective archers are hard to kill early on, but if you have enough catapults or trebutchets, it's possible.

I agree with you on the religious side of the madrassa, though: my early tech priorities are typically Bronze Working, Writing, and whatever Worker techs I need to improve my land. I prefer to let somebody else spread a religion to me, guaranteeing me an a peaceful border, and then sacking other holy cities to boost the economy.

I agree the Mall is a late boost, but I like the American leaders' traits more (especially when Washington was Fin/Org) than Saladin's. And as far as UUs are concerned...well, the upgraded marine is pretty awesome, even if it is also late-game. More useful than Camel Archers, although I haven't had a lot of games with Saladin post-Warlords for comparison.
 
People always seem to gloss over the Camel archer withdrawal rate. The resourceless nature of the unit is nice and all but the 15% withdrawal is the real win. Promoted to 45% base withdrawal with a stable ... that's a very different creature than typical C2 Knight and can be used in a vastly different fashion.

No it's not the best UU ever, not by a long shot, but its definitely not that bad.

I do concur though that Saladins starting techs SUCK.
 
People always seem to gloss over the Camel archer withdrawal rate. The resourceless nature of the unit is nice and all but the 15% withdrawal is the real win. Promoted to 45% base withdrawal with a stable ... that's a very different creature than typical C2 Knight and can be used in a vastly different fashion.

No it's not the best UU ever, not by a long shot, but its definitely not that bad.

I do concur though that Saladins starting techs SUCK.

I pretty much just wrote the same thing in another thread, so this is still fresh in my mind.

Arabia has one leader (Sal) that's saddled with the games worst trait and the second trait isn't great enough to compensate (at least Churchill get CHA); I'm not bashing SPI, but it's not CHA, PHI, or ORG. Then we take Sal and give him HORRIBLE starting techs that mean he'll take forever in getting his first cities up and running, a meh UB, and a meh UU. I like the Camel Archer as a unit, it's okay, but it comes in with Grocer which means I have to tech along the bottom of the tech tree for a UU that's not a world-class auto game winner like the Conq. This is why, even though I consider Toku the worst leader, I believe Arabia is the worst civ.
 
Numidian Cavalry get defensive bonus as well I thought.
 
Problem with camel archers is that resourceless is really good early for units like the dog warrior, but by the time you get to knights, you usually have expanded far enough that you can get to horses/iron when you need them. The other thing is that I think a lot of people skip knights altogether, and just go for muskets/cuirassiers. If guilds was required for gunpowder, the age of knights would be a lot more critical, and knights and knight UU would become more valuable.

Oh, and +1 for Conqs. Defense bonuses. And they have no counter unit. Usually pikes are about even odds for countering cuirassiers, but Conquistadors just eat them for breakfast, even if the pike is on a hill or in a city.

For madrassas, I would also say they're not very useful. But if you gave them to a philosophic leader, I think they'd be a lot more valuable. I mean, take a small city with 2 fish and nothing else. Throw up a madrassa with a philosophic leader, and that small size 6 city is now pulling in 24 GPP at 2000BC (or whenever you get writing - I don't follow dates very well). In about 40 turns, you can get 4 great people, when most people are barely getting 1 in that timeframe.
 
Nope. As if Hannibal needs a further buff. He's Civ Chuck Norris, I tell ya.

I concur. ******** UU, solid UB, awesome traits, starts with mining. If you start with any seafood in your BFC you build worker, tech BW and chop out a fishing boat ... takes about the same time as it does to build a worker and improve a corn/wheat/rice tile except you have more :commerce: AND can chop out a 2nd worker or Settler or whatever ASAP if you like. I think the only reason he doesn't make more top 5 lists is because people don't understand Numidans.
 
As an aside, I think the Numidian, as well as the Dog Soldier, are particularly well-designed UUs because they offer a trade-off. Worse at attacking cities guarded by archers, but the bane of melee units in the field. You might be forced to use the unit in a different way, but you get a decent bonus for it. Now that's a UU.
 
I concur. ******** UU, solid UB, awesome traits, starts with mining. If you start with any seafood in your BFC you build worker, tech BW and chop out a fishing boat ... takes about the same time as it does to build a worker and improve a corn/wheat/rice tile except you have more :commerce: AND can chop out a 2nd worker or Settler or whatever ASAP if you like. I think the only reason he doesn't make more top 5 lists is because people don't understand Numidans.

They may not understand them, but they're every bit as effective as Keshiks. Keshiks get an inherent First Strike and Mobility. Numidians get free Flanking I and a CHA leader. I've never unleashed a Numidian onslaught like TMIT's notorious Keshik Tornados, but I'm very tempted now; could be fun. :)
 
As an aside, I think the Numidian, as well as the Dog Soldier, are particularly well-designed UUs because they offer a trade-off. Worse at attacking cities guarded by archers, but the bane of melee units in the field. You might be forced to use the unit in a different way, but you get a decent bonus for it. Now that's a UU.

Except the Numidan is actually good enough to warrant a reduction in strength. The dog is just a . .. .. .. .. .! (see what I did there? :lol:). But honestly Numidan's typically run around with 50% withdrawal so archers don't much matter to it. Dogs have no such luck and are just poorly designed imho.
 
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