Announcement

Collapse
No announcement yet.

Cost so much to upgrade unit

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #16
    Is there any other limit related to XP 10? I thought I was really smart and sent few musketeers to attack some barbarian city. Basically there was no war, no fights and I needed a level 5 unit for West Point. So I thought that one of my musketeers (8/10) would just attack the city every few turns and gain the required points. I let the barbarians build new archer units and then destroyed them. I reached 10, but after that the XP doesn't go anywhere. Perhaps a level 4 unit gains XP only with fights against stronger units than Archers?

    Comment


    • #17
      Units with 10XP cannot get any more from barbs. Just like units with 4 (or is it 5?) XP can't get any more from animals.

      I think it's in the manual... I could've sworn I read it last night. Anyway, there's a limit to how much training up you can do on the barbs, and it's 10XP.

      -Arrian
      grog want tank...Grog Want Tank... GROG WANT TANK!

      The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.

      Comment


      • #18
        animals can bring you to 5
        barbs to 10

        Comment


        • #19
          Yep,
          to reach more XP you have to attack any AI-Civ.
          Tamsin (Lost Girl): "I am the Harbinger of Death. I arrive on winds of blessed air. Air that you no longer deserve."
          Tamsin (Lost Girl): "He has fallen in battle and I must take him to the Einherjar in Valhalla"

          Comment


          • #20
            Thank you. I never read manuals. The only one I read was the Capitalism one. Stupid I guess, but I can't read if the game is on my PC.

            Comment


            • #21
              I haven't played yet, but an idea occurred to me about obsolete units, at least in SP:

              Gift'em to an AI civ that can't handle the economic burden!
              The greatest delight for man is to inflict defeat on his enemies, to drive them before him, to see those dear to them with their faces bathed in tears, to bestride their horses, to crush in his arms their daughters and wives.

              Duas uncias in puncta mortalis est.

              Comment


              • #22
                Nope, upgrades just cost a lot now. The idea is to kill the old CivIII style mass upgrade approach.
                I performed three or four mass upgrades in my last game. Just zero your science and culture sliders for a few turns to amass the required cash. Bulk upgrade. Go a few more turns to replenish your treasury (if necessary), then return to previous sci/culture levels. Depending on the game situation, this might not always be advisable/feasible, but it doesn't seem any more difficult than Civ III.

                Comment


                • #23
                  It's more expensive, so the effect isn't as powerful (at least vs. CivIII with Leonardos).

                  -Arrian
                  grog want tank...Grog Want Tank... GROG WANT TANK!

                  The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.

                  Comment


                  • #24
                    I've played quite a bit as the Japanese using an early through mid-game aggressive strategy that results in hulking armies that can present a real problem on upgrading, either directly or through production of replacement units. Keeping them up-to-date (via purchase upgrades), particularly the hordes of swordsman I typically end up with, was resolved in an easier way than you might suspect.

                    The secret for keeping a cutting edge military, en masse via upgrades, is to focus one or more cities on producing merchant great people. Of course, this also relies a bit on the idea that you have contact with at least one other civilization that you aren't at war with...

                    The proceeds from sending a great person/merchant to a foreign city will generally reap enough to upgrade a significant portion of your military. Having at least one city dedicated toward this goal can help to keep an aggressive momentum going.

                    All in all, I can imagine the merchant GP to be extremely useful in other contexts, given the sizable amount of cash it generates. The combination of aggressive/organized from Japan alongside some attention toward generating merchant GP has produced some of my most successful games so far.

                    In one case, for example, I had invaded a George Washington led neighbor that literally made my early civilization to be more expansive than I might've expected--certainly without the organized trait, and the resulting courthouse upgrades, I would have been in a lot of trouble financially.

                    About the time that I had finished popping courthouses down (and noted the huge point lead I now had), I had finished teching out my ability to make Samurai and, almost perfectly timed, had my first great merchant jump out. A handful of turns later I had a huge pocket of cash which subsequently turned much of my existing force into samurai and obviously primed for an offensive push, which is exactly what I did.

                    Since that game I've always made it a point of focus to work on generating a merchant GP in my aggressive games, and I expect it would have a shining value in other strategies as well (I'm still refining my aggressive play so I haven't really tested or found use for such a focus in other respects).

                    Comment

                    Working...
                    X