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  • Originally posted by pcasey
    I said it in another thread of the same title, but I'll repeat it here I suppose.

    IMHO cavalry are overpowered. You can get them a good 6 techs before nationalism brings riflemen into the game which is a minimum of 24 turns for you to exploit your cavalry vs an enemy which has, at best, musketmen as its defenders.

    A six attack, 3 move attacker in an era when the best defender is defense 4 is overpowering.

    I'd make them 5/2/2 instead of 6/3/3.
    I was browsing this thread and noticed this. I'm not sure whether anyone else has brought this up, so if you have just ignore this.

    6 techs? In most of my games its -1-3 techs! How? If I am Scientific, I go into the indust. age BEFORE researchign Military Tradition (which I generally find not worth researching unless you can get it in 4 turns with a huge cash buildup), so I get Nationalism for free, BEFORE MT.

    Otherwise, Its all depends on how I play it. I rarely ever research MT, as said above, and usually steal it. The latest I usually get it is after Medicine, which is generally 2 techs. Cavalry is definetely NOT an overpowering unit. Remember, if you use it against your enemy, they will use it against you. I like Cavalry - they are good for border patrol and for defending cities as the attacker.

    I think 6/3/3 is perfect.

    Also, I do not think Cavalry should upgrade to tanks. Its very realistic - Calvary were used for a long time before tanks. IMHO, I do not think any human/living unit should upgrade to a machine - so I changes it in my mod (infantry does not upgrade to mech inf., etc). I'd like to see the day I'm turned into a Mechanize Infantry!!!
    [size=1]"As night fell she emerged with a box under her arm that held her pledge of allegiance and her uniform. She laid it at the gates of the General's embassy and her whisper echoed into dawn as she disappeared: The truth will set my people free."
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    Visit my personal civ3 page here.

    Comment


    • "6 techs? In most of my games its -1-3 techs! How? If I am Scientific, I go into the indust. age BEFORE researchign Military Tradition (which I generally find not worth researching unless you can get it in 4 turns with a huge cash buildup), so I get Nationalism for free, BEFORE MT. "

      If you beeline, it's quite possible. Look at it this way:

      Beeline for Military Tradition
      Engineering
      Feudalism
      Invention
      Gunpowder
      Chemistry
      Metallurgy
      Military Tradition
      Total techs = 7
      Requisite techs=6

      Now, all the requisite techs not in that list:
      Monotheism
      Theology
      Education
      Astronomy
      Navigation
      Physics
      Magnetism
      Theory of Gravity
      Total techs=8
      6+8=14
      14-7=7
      Therefore, if you researched at the same speed, you should be able to research Military Tradition 7 techs before the Industrial Age + Nationalism. If they're Scientific, subtract Monotheism and Nationalism, and you get 6 techs.
      "I used to be a Scotialist, and spent a brief period as a Royalist, but now I'm PC"
      -me, discussing my banking history.

      Comment


      • Cavalry shouldn't have less defence than knights. But having 3 movement is a little steep. I think they should be more expensive. That would solve the problem.

        I think infantry are much more powerful than cavalry. Their high defence makes artillery more valuable, but I think having 10 defence is a lot. But when you consider the time period between tanks and mech infantry, having 10 defence is perfect for infantry.

        I think making marines 10/5 and available earlier would make a difference. Marines also need an attack bonus when making an amphibious assault. The amph. assualt is usually against fortified enemies, so the marines need more power.

        The privateer should be have 3 attack. Yes, 2 is good, but not for 60 shields. That is so expensive for a 2/1 unit.

        The musketman is too expensive. He should be 10 shields cheaper.

        Paratroopers need a serious overhaul.

        I think modern armor have way too much defence. They are too powerful compared to mech infantry. They deserve 12 defence, but not 16.

        Frigates should be 4/2/5. They require both iron and saltpeter. Because they require 2 resources, they should be stronger. They use the same cannons as ironclads, so their attack should be 4. They don't have all that iron weighing them down, so they should have 5 movement. The Man-O-War should be 4/4/5. It goes obsolete so quickly, this increase is deserved.

        And... Thats all I can think of for now.
        Wrestling is real!

        Comment


        • I restate my original premise: Immortals are hands down the most powerful unit in the game, considering relative strength and longevity of application.

          Using the Civilization Calculator (can;t believe I just found this!!), a vet Immortal has the following likelihood of destroying a reg defender, fortified in a town on grassland or plains:

          Warrior: 96%
          Spearman: 82%
          Pikeman: 65%
          Musketman: 51%

          So, from the discovery of Iron Working through GUNPOWDER, this bad boy has a better than even shot of winning.

          BTW, elite vs. Musketman is 63%, which would probably be the case.

          Yes, I agree, retreat makes a difference. The most comparable unit I can think of is the MW. Same approach:

          Warrior: 92%
          Spearman: 70%
          Pikeman: 51%
          Musketman: 37%

          Even with retreat, the Immortal's longevity is the trump. Mobility? They're industrious. Promotions? Forget militaristic, you when most every early fight.

          'Nuff said.
          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


          • The calculator is probably wrong. A fortified spearman has 2.5 defence, which rounds up to 3. It is the immortal's 4 attack versus 3 defence. Yes, the immortal has 1 more hp. But I see it as the immortal winning 60% vs. a fortified spearman, not 82%.

            As for musketmen, a fortified musketman has 5 defence vs. an immortals 4 attack. Here, the veteran immortal will probably lose because he has such an attack disadvantage.
            Wrestling is real!

            Comment


            • The calculator is not wrong. It uses a factorial approach to considering the iterations of combat, which is where experience level shows up. Check it out.

              Quote from a thread by Valant:

              P(x) = (n over x factorial) * p^x * q^(n-x)

              Where
              n = number of trials
              p = probability of success
              q = 1- p
              x = number of successes in n trials
              n-x = number of failures in n trials

              So
              n = attackers HP + defenders HP - 1
              p = attackers attack power / (attackers attack power + defenders defensive power)
              * note do not forget to add in the defenders defensive bonuses it its attack power before plugging it into p*
              q = 1 - p
              x = is a variable that ranges from a min of the defenders HP value to a max of n
              n-x = is a variable that ranges from a min of zero to a max of (attackers HP - 1)

              The program then goes through and then determines that out of n trials (max number of tuns in a battle before a unit dies), the attacker will win at least the defenders HP number of turns.
              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


              • I guess being a veteran makes a big difference in combat, but I see its value is less in the actual game. There is usually a tendancy for units to get a "streak." Like the spearman taking 1 damage at first, but then getting 4 hits in a row without being hurt. Or the immortal taking 2 damage and then finishing the spearman without damage.

                I think it can get a little weird out there, but in a perfect world the formula should do just fine. However, this is Civ 3, not Alpha Centauri
                Wrestling is real!

                Comment


                • True.

                  When I was checking around for a really good approach to combat odds, including the impact of experience, I also found some threads about random number generation, which drives the actual results. Evidently it's a little flawed, which could account for streaks.

                  I really like that Civ Calculator though. And I stand by Immortals!
                  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


                  • Well, there is no such thing as *truly* random number.
                    "I used to be a Scotialist, and spent a brief period as a Royalist, but now I'm PC"
                    -me, discussing my banking history.

                    Comment


                    • 42
                      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


                      • It's because today's computers are too weak and slow to make a perfect random number. In 5 years we can get a real RNG.
                        Wrestling is real!

                        Comment


                        • i have modded my marines to treat all terrain as roads, like alpine troops in civ2. this makes them a little more useful. in the modern age with air support they can take out armored units, and they're much more effective for pillaging, which makes sense. i think it adds an element to modern warfare/post ww2

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                          • I think that the persians on a whole are unbalanced. they always have a big civ and their immortals are just that: immortal
                            Also, Ironclads should be restriced to coastal waters. That way frigates will have a longer shelf life.
                            "Everything for the State, nothing against the State, nothing outside the State" - Benito Mussolini

                            Comment


                            • No, ironclads should just be really slow. Frigates should be faster. Immortals are only invincible to a dumb AI. They wouldn't be that effective in muliplayer because they are slow. Mounted Warriors are much better.
                              Wrestling is real!

                              Comment


                              • Ironclads are not seaworthy. The Monitor sank off the coast of North Carolina. While I realize there was a hurricane issue, the point is still the same. Ironclads, whether of the Monitor or Virginia classes were not designed to be seaworthy; they were designed to be used along coastlines and on rivers and other calmer venues. Their gun ports were close to the water line and not designed to be watertight.

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