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The Transformation of Archers

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  • The Transformation of Archers

    First, I must start off by saying I used to hate Archers. Abhor Archers. They were slow, they had a poor upgrade path, they weren't exactly cheap and they weren't effective (opinion )...

    Which is the main problem: they weren't cost effective. Why build Archers when you can build vet Warriors and upgrade them to vet Swordsmen for chump change? Sure, China et al. can use them for an early rush on a weak AI civ, but come on now, you can basically wipe out an AI no matter what you use whenever you use it unless you're playing on Deity. Why waste shields on inferior units that don't upgrade for a long time (and upgrade to pretty crappy units even when they do) when you can build units that are more effective at the time and can be upgraded to something better?

    But that was pre-Conquests.

    After Conquests, I've learned to befriend the Archer, and use it more to my advantage. I'll run down the things I see as its newfound strengths and why I now find them more useful.

    Range-0 Bombardment

    The obvious Conquests improvement to Archers is the ability to bombard defensively. While it doesn't often prove of much use while fighting against the AI (though occasionally it does), it has much greater application in games against other humans, where the battles are bigger and bloodier, and a handful of Archers can take a few knocks off attacking units.

    Changes to Upgrades

    Upgrading in Conquests is now more expensive than it was in PTW, which means the Warrior-to-Swordsman upgrade scheme is no longer anywhere near as reliable as it once was. Having to fork over 40 gold to upgrade Swordsmen early on was doable, but it would cost you, as you can't really generate large amounts of gold early on without turning down research significantly... but now it's 60 gold. Seriously now... who has 120 gold to upgrade just 2 Warriors as a modern force? Upgrading is now really only effective as a means of making obsolete units useful again for a high cost, as it was designed. Not as a means to build a cheap army and then upgrade it to a modern one in quantities much greater than should normally be possible.

    Also, the fact that you can't do 40-turn research any more means that if you want to turn down science to save gold... you actually have to turn down science. You can't just do a 40-turn tech while building up gold and hope to remain anywhere near the forefront of science.

    Since it's no longer as economical to rely on Warrior-to-Swordsman upgrades, that leaves a void in the offensive lineup before the point where a civ has the industrial base to produce Swordsmen from scratch. This void is now filled by the Archer, as it was originally designed to do. If you want attackers in this era, they're going to have to be Archers.

    Changes to Barbarians

    In Conquests barbarians are a lot more of a handful than in PTW and Civ 3, mainly because almost every time a hut is popped it gives barbs. And in order to kill these guys you're going to need attackers. Previously, a couple upgraded Swordsmen could handle the minor barb threat easily enough, but now a few early Archers will have to do the job instead (due to the new huts and the other aforementioned issues). If you're going to pop a hut near one of your cities and you get barbs (as happens more often than not), you're going to need a unit to clean them up. Letting barbs wander about your empire isn't really a good idea, especially when you have a ton of Workers scurrying about (as any good civ player should).

    These three main changes in Conquests have given the Archer a new light for me. Having a mixed Archer-Sword-Horse army in the middle of the Ancient Era is now a more common site and can be a wise investment on the part of the player.

  • #2
    Good stuff!

    In Conquests barbarians are a lot more of a handful than in PTW and Civ 3, mainly because almost every time a hut is popped it gives barbs.
    Any chance you moved up a difficulty level recently? I don't even bother with huts any more, since moving up to Emperor, because it's not worth it most of the time.
    And in order to kill these guys you're going to need attackers.
    Except that the nice AI that got patched into the PtW barbarians, where they actually would wander around looking for a weak spot or a stray worker or a nice tile to pillage seems to have been omitted. Now they mostly just fortify on the spot. I posted some screenshots a while back where I had an undefended capitol and lost my warrior about 6 squares away to barbs from a hut. At which point, they all just fortified.
    Ignoring my empty town - I went ahead and finished a settler to see how long they'd let me go. Settled a second town, my two workers fully improved both and got within 2-3 squares of the barbs before they finally decided "Hey, we're barbarians, let's go raise Cain!"


    Since I go (very)light on defense, I'll often build a couple Archers just for barb "defense" duty, and combined arms is a good thing. IIRC, 0-range bombard was primarily to help the AI, who builds lots of archers and then garrisons towns with them.
    "Just once, do me a favor, don't play Gray, don't even play Dark... I want to see Center-of-a-Black-Hole Side!!! " - Theseus nee rpodos

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    • #3
      Originally posted by ducki
      Any chance you moved up a difficulty level recently? I don't even bother with huts any more, since moving up to Emperor, because it's not worth it most of the time.
      I normally play Demigod since Conquests, and ever since then huts have been useless...

      Except that the nice AI that got patched into the PtW barbarians, where they actually would wander around looking for a weak spot or a stray worker or a nice tile to pillage seems to have been omitted. Now they mostly just fortify on the spot. I posted some screenshots a while back where I had an undefended capitol and lost my warrior about 6 squares away to barbs from a hut. At which point, they all just fortified.
      Ignoring my empty town - I went ahead and finished a settler to see how long they'd let me go. Settled a second town, my two workers fully improved both and got within 2-3 squares of the barbs before they finally decided "Hey, we're barbarians, let's go raise Cain!"
      Ignoring the smarts of the barbs, the fact that you can pop so many (especially on higher diff levels with high barb settings) means that they're inevitably going to be a huge threat. I played AU501 on Demigod, and before too long I ended up with two stacks of 8 barb Horseman on my little island. The southern stack nearly destroyed my 1-turn-left Great Library and the northern one had me pinned down where I had to use all my units for defense rather than MP, forcing me to turn up the lux slider pretty high. All-in-all, really annoying.

      Speaking of which, I hadn't really noticed any sort of major difference in the barbs. Though it does still sometimes attack units fortified on hills or mountains for some reason...

      Since I go (very)light on defense, I'll often build a couple Archers just for barb "defense" duty, and combined arms is a good thing. IIRC, 0-range bombard was primarily to help the AI, who builds lots of archers and then garrisons towns with them.
      Right. On higher diff levels it's important to have some useful attackers around ready to kill anything that gets near. I've found that stacks of 6 or 8 barbs require more than just a couple perimeter units in order to save your cities.

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      • #4
        I agree Trip. I never like to make archer, unless I was going for a rush. Now I make more than ever.

        Ducki if you don't enjoy huts at Emperor, you will really hate them at Sid. They are prety ugly at Demi, but you can get find once in a while (non expansion). I have barbs kill archers and spears and horses routinely at Sid. You still get a 25 bonus at Demi, zero at Deity and Sid.

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        • #5
          Ignoring the smarts of the barbs, the fact that you can pop so many (especially on higher diff levels with high barb settings) means that they're inevitably going to be a huge threat.
          This may be true at Demigod. At Emperor, if you just let the AI do most of the popping, you don't get as many barbs, or so it seems. If I'm "running a tight ship" where losing an exploring-for-contacts warrior would really put a crimp on my plans, I flat out ignore the hut. If it's close to home, I'll gather a few archers and deal with it as late as possible.

          vmxa1, it's not that I don't enjoy them, per se, just that the potential benefit from a hut(low level tech, gold, settler - yes even this one) is usually outweighed by the near certain benefit of keeping my scouting unit alive and finding other civs to trade with.

          It's entirely possible my observation is skewed, but I remember when I first played PtW and the barbs were a real nuisance instead of just stupid elite-generators. I've yet to see a C3C barb "probe" my budding empire for a weak spot. Maybe I'm wearing rose-colored glasses.


          Edit: In fact, maybe I should fire up PtW and have a go, since it's included in C3C.
          Last edited by ducki; March 13, 2004, 10:26.
          "Just once, do me a favor, don't play Gray, don't even play Dark... I want to see Center-of-a-Black-Hole Side!!! " - Theseus nee rpodos

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          • #6
            No you are correct that the barbs are lame in C3C over all.
            I opened a threat about how lame they were. It is just that as you lose your bonus, they become a problem, even if they are not very aggressive.

            Huts rarely yield anything else at Sid for a non expansion civ.

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            • #7
              Another factor with building Archers is their upgrade path ... all the way to TOW Inf.

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              • #8
                Originally posted by vmxa1
                Huts rarely yield anything else at Sid for a non expansion civ.
                And, incidentally, they never yield anything but deserted huts for expansionists Maybe maps if you are lucky.
                It is only totalitarian governments that suppress facts. In this country we simply take a democratic decision not to publish them. - Sir Humphrey in Yes Minister

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                • #9
                  The use and utility of Archers has remained relatively unchanged for me: on Emperor and below, they're good to rush with, on Demigod and above they're not worth the resources.

                  It's true that upgrading is more expensive and this makes building units from scratch more attractive. So I can see the logic of building Sworsdmen straight-up, but I'm not sure how this transfers to Archers, too; both units are just as cost-effective as they used to be.

                  Well, there's the zero-range bombardment thingy, but that's not really worth 20 Shields (you might as well just build a Catapult instead). In any case defense is highly overrated; 3 Attack is much more attractive to me than the chance it taking one HP off on defense. In order to make Archers, Longbowmen, et al. really useful units, they should have given them a Bombard value equal to their Attack (like in the PTW AU mod).


                  Dominae
                  And her eyes have all the seeming of a demon's that is dreaming...

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                  • #10
                    I like taking a couple Archers along with an offensive stack if the terrain is rough or the route may have mountains. Even when landing on a Mountain in and early inter-island invasion, I'm convinced that replacing those Archers with Spearmen is a better idea. Archers are good on defense when you can expect only a few attacks per turn being sent against you. In massive attacks the help they give is negligible.

                    On flat ground (and safe numbers) it's definitely Cats.

                    As for upgrading, I still easily find enough gold to upgrade 10-15 Warriors by about midway through the Ancient, while staying in the tech race.

                    Huts on Sid can give maps, gold, or empty for expansionist. No Settlers or cities. Deity gives everything but cities. Demi-god can give all results. I don't pop huts anymore either, except in two cases: no military units yet, or the hut is being popped by building a city next to it.

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                    • #11
                      Originally posted by Aeson
                      Deity gives everything but cities.
                      Wow, that's actually an advantage over Demigod! Well, maybe not, because this result is probably replaced by "nothing".


                      Dominae
                      And her eyes have all the seeming of a demon's that is dreaming...

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                      • #12
                        Originally posted by Dominae
                        It's true that upgrading is more expensive and this makes building units from scratch more attractive. So I can see the logic of building Sworsdmen straight-up, but I'm not sure how this transfers to Archers, too; both units are just as cost-effective as they used to be.
                        Statistically 3 Archers are more effective than 2 Swordsmen.

                        Well, there's the zero-range bombardment thingy, but that's not really worth 20 Shields (you might as well just build a Catapult instead). In any case defense is highly overrated; 3 Attack is much more attractive to me than the chance it taking one HP off on defense. In order to make Archers, Longbowmen, et al. really useful units, they should have given them a Bombard value equal to their Attack (like in the PTW AU mod).
                        Yes, attacking is much more potent than defending, but when facing a competant opponent you're not always going to be attacking. And yes, Cats are certainly better than Archers at bombardment, but the point is that they have multiple roles in addition to just being able to bombard.

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                        • #13
                          Originally posted by Aeson
                          As for upgrading, I still easily find enough gold to upgrade 10-15 Warriors by about midway through the Ancient, while staying in the tech race.
                          600-900 gold? What difficulty level are you playing on?

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                          • #14
                            I usually throw a couple of archers in a stack........I think it's usually worth it.

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                            • #15
                              Originally posted by Trip
                              Statistically 3 Archers are more effective than 2 Swordsmen.
                              True. But let's do the math:

                              ---

                              Case 1: Vet Sword vs. fortified Vet Spear

                              Sword loses 44.2% of the time
                              Average Shields lost: 0.442*30 = 13.26

                              ---

                              Case 2: Vet Archer vs. fortified Vet Spear

                              Archer loses 65.9% of the time
                              Average Shields lost: 0.659*20 = 13.18

                              ---

                              So, you lose a grand total of 13.26 - 13.18 = 0.08 fewer Shields when you attack with 3 Archers instead of 2 Swordsmen. Wow.

                              Although I downplayed the role of defense in my post above, it's hard to deny the importance of Swordsmen's higher defensive value. Certainly it's worth more than 0.08 Shields, even when you take into account the Archers' bombardment ability (I'm too lazy to do that math right now). To support this claim, consider that if all you'e got is Archers you're going to need to need some Spearmen escorts (which do not really add to your offensive punch), at the cost of more Shields.

                              And yes, Cats are certainly better than Archers at bombardment, but the point is that they have multiple roles in addition to just being able to bombard.
                              Offensive bombardment is pretty good too. In the thick of battle, I find that Catapults get used more often per turn (on average) than Archers. Archers are best used for counter-attack against damaged units, but in that situation you're usually winning anyway; Catapults, on the other hand, help you crack that nut in the first place. Not to mention the fact that a Catapult's Bombard value is far more impressive.


                              Dominae
                              And her eyes have all the seeming of a demon's that is dreaming...

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