This is a spin-off of the worst non-UU unit thread. I am curious which units you personally tend to ignore, forget about, dislike, bypass, etc.
Here are some of mine:
-Archer. While archers can be very useful, I tend to try to go for axemen et al as soon as possible, which can be useful for both offense and defense, so researching archers is something I often don't want to take the time to do. If I can get them in a trade or free tech or something, great, but otherwise, I will typically grin and bear it with warriors until I get me some Axemen.
-Horsies (chariots, horse archers, knights, cavalry). In some specific circumstances in particular games, I may build some, like some chariots to help deal with barbarians, or horse archers if I end up in an early crappy metal-poor area. However, the lack of defensive ability of these units means that their dual use ability is quite limited and usually there are non-horse units that are close enough to their offensive advantages that I don't feel the loss for them.
-Elephants. All the disadvantages mentioned above, plus they are slow.
-Catapults. I typically prefer to wait until I get trebuchets. And early on, some pumped up axemen or macemen don't really need catapults all that much, not against archers and axemen and the like. It's not until you get nasty bowmen or a protective opponent that you start feeling the need for some artillery.
-explorers. I don't understand why these are even in the game.
-triremes. I built one last night to chase away a pesky pirate ship. That's about all I ever do with them.
-almost all other naval vessels. Let's see. What naval vessels do I actually use? A couple of caravels to circumnavigate or in some cases propagate a religion, etc. Galleys for early amphib stuff. Sometimes an ironclad to protect a rich coastline. Some frigates or later destroyers for convoy protection. Once in a while a battleship. If I need to do some heavy long distance amphib stuff, carriers are nice--esp. because you can also stick them in ports for "extra fighter airfields." And of course transports. The reset of the stuff I never use.
-machine guns. Again, i don't like any unit which is not dual use--offensive and defensive.
-anti-tank. Come too late.
-paratroopers. Range is way too short. Awesome in Alpha Centauri, suck here.
-Gunships. As time goes on, I seem to be building less and less of these.
-airships. not worth it.
-mobile artillery. way too late
well, I'm sure I'm forgetting other units, but that's enough to start a thread.
Here are some of mine:
-Archer. While archers can be very useful, I tend to try to go for axemen et al as soon as possible, which can be useful for both offense and defense, so researching archers is something I often don't want to take the time to do. If I can get them in a trade or free tech or something, great, but otherwise, I will typically grin and bear it with warriors until I get me some Axemen.
-Horsies (chariots, horse archers, knights, cavalry). In some specific circumstances in particular games, I may build some, like some chariots to help deal with barbarians, or horse archers if I end up in an early crappy metal-poor area. However, the lack of defensive ability of these units means that their dual use ability is quite limited and usually there are non-horse units that are close enough to their offensive advantages that I don't feel the loss for them.
-Elephants. All the disadvantages mentioned above, plus they are slow.
-Catapults. I typically prefer to wait until I get trebuchets. And early on, some pumped up axemen or macemen don't really need catapults all that much, not against archers and axemen and the like. It's not until you get nasty bowmen or a protective opponent that you start feeling the need for some artillery.
-explorers. I don't understand why these are even in the game.
-triremes. I built one last night to chase away a pesky pirate ship. That's about all I ever do with them.
-almost all other naval vessels. Let's see. What naval vessels do I actually use? A couple of caravels to circumnavigate or in some cases propagate a religion, etc. Galleys for early amphib stuff. Sometimes an ironclad to protect a rich coastline. Some frigates or later destroyers for convoy protection. Once in a while a battleship. If I need to do some heavy long distance amphib stuff, carriers are nice--esp. because you can also stick them in ports for "extra fighter airfields." And of course transports. The reset of the stuff I never use.
-machine guns. Again, i don't like any unit which is not dual use--offensive and defensive.
-anti-tank. Come too late.
-paratroopers. Range is way too short. Awesome in Alpha Centauri, suck here.
-Gunships. As time goes on, I seem to be building less and less of these.
-airships. not worth it.
-mobile artillery. way too late
well, I'm sure I'm forgetting other units, but that's enough to start a thread.
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