If you decide to attach one to a unit, what sort of unit do you pick, and how many other units do you like sprinkling the 20XP over?
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So what do people do with their Great Generals?
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I take mine out for a nice meal, give them some nice wine then walk them home and hope they ask me in for coffee.
1 unit normally, to boost them up to 6 experience for West Point. And I build uber attacking units even though that's not apparently the best idea, because it's fun!Jon Miller: MikeH speaks the truth
Jon Miller: MikeH is a shockingly revolting dolt and a masturbatory urine-reeking sideshow freak whose word is as valuable as an aging cow paddy.
We've got both kinds
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Infantry/sometimes Calvary if I am early enough, but then tanks. Infantry for the medic bonus, and Tanks with a General make a awesome weapon."Dumb people are always blissfully unaware of how dumb they really are."
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The only use I have found for GG is to use them to add +2 exp for all units made in my major cities. Put a couple in a city with the right civs etc and you can easily have all units from that city start at 4th level or even 5th.
I have tried to make warlords of many different types and strategies, but they just get targeted and killed very quickly.
Mike
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I attach the first to the most obsolete unit with existing promotions so I can get the free upgrades. The rest go to my unit producing cities for the +2s I've put as many as 3 general in one city. After that, I'll go back to adding them to units. On advice from here. creating super healing siege units.It's almost as if all his overconfident, absolutist assertions were spoonfed to him by a trusted website or subreddit. Sheeple
RIP Tony Bogey & Baron O
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I will use the first one to promote a unit to allow HE and WP.
Many people have argued that it should be used to create a super medic unit (maybe a scout/explorer) so that the unit stays alive and provides value. The reason for this is that many people were whining about how since it was the best unit in a stack, it had a high probablity of dying when attacked by a SOD. Others would create that super unit to be used for city busting. Others created a super unit, and then kept it off the front line and only used for mop up duty (pretty silly if you ask me, but whatever floats your boat)
After that... I use my second one to add production to my primary military city... and any more to add experience to units created there. That way, I get a bunch of good units instead of one that is likely to die at some point
Many different strategies... just depends on what you like.Keep on Civin'
RIP rah, Tony Bogey & Baron O
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An earlier thread that has some good discussions in it
It's almost as if all his overconfident, absolutist assertions were spoonfed to him by a trusted website or subreddit. Sheeple
RIP Tony Bogey & Baron O
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I played the Barbarian Scenario and created a super-Axeman (no city settling options in that scenario) who was good at mop-up but vunerable in the stack.
I see that city settling options are popular, perhaps for this reason, but the West Point unit is a good one.
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Those +2s add up.
I haven't used one for the 25% production increase, because later in the game that city is usually cranking out a unit every turn anyway. (or close to it) So even though you getting the production increase, you don't seem to notice it as much.It's almost as if all his overconfident, absolutist assertions were spoonfed to him by a trusted website or subreddit. Sheeple
RIP Tony Bogey & Baron O
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I like to use the first one or two for the +2. I had one city with four of them as Hanibal and had west point there. Level 5 units from the start!
If I am playing inca, I settle the first one then use the second one on my best Quecha so I can upgrade for free and keep the exp points.
It seems to be rather easy to get two in a game so using the first one so you can push out units with two promos from the start without using civics is the best option.
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I have him give speeches in favor of the war throughout the empire. Then he becomes an "expert" to be used for TV commentary.
As with the others, the first produces that level 6 unit so hard to create normally. Later ones go for the +2. I like the idea of bunching them in one city with WP. Have to try that.No matter where you go, there you are. - Buckaroo Banzai
"I played it [Civilization] for three months and then realised I hadn't done any work. In the end, I had to delete all the saved files and smash the CD." Iain Banks, author
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I have been playing Cyrus, Imp/Char, in my most recent game which has meant I've got a fair number of great generals and its been easier to pump up my units experience levels. Consequently, I've preferred to divy up the experience between more than 1 unit with an eye to increasing junior units 2 experience levels and/or senior units 1 level. As someone else mentioned, I sometimes put the warlord on a unit that has fallen behind in upgrades to make the most of the free upgrades.
I had no trouble making West Point in this manner when the time came. I lost a couple units over the course of a couple wars - but found this was a great way to create quite a few very good units that I'm not afraid to use. If I lose 1 at a 90 or 95% attack, its a small price to pay for the fact that the rest of the uber army continues to get better. And I like having a core group of elite units...............
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Also - rather than going the medic route, just make sure to not go overboard with base strength level promotions. For example, promote the unit to city raider 3 and extra strength 1 or 2. Add extra strength and defense promotions to some of your other units. That way, the warlord unit will not usually be the strongest one to defend if its stack is attacked.
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i reckon that it is awesome to put a great general onto swordsmen who have got a number of city attack bonuses, so that when i get chemisty i am able to upgrade the swordsmen to double hard grenadiers. Will stomp on anything if supporteed with siege equipment, until infantry come along.
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