there is: infantry backed up with artillery. During that period there is a shift away from mobile forces. Put enough infantry in a line with artillery and it can act as a big steam roller.
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In addition, an Army of 4 Calvary will almost always take out a fortifed healthy vet Infentry in a size 13+ city.
The disadvantage is that an Army heals much slower, so my succesful attacks during the age of defense involved a stack of Inf + a stack of Art + all my armies of 4 Cav each + some loose Calvary.
First: Get the entire stack to a hill 2 tiles form the enemy city. Fortify the Infs. Start bombarding the city with artilery. It's okay for the Calvary & Army to be healing on the back and come in later. The bombardment will tell you how many units you'll need.
On the turn of attack: First bombard the city as usual. Next attack with each Army. (Remember to only attack 1 Inf per healthy army because there's a good chance that if an Army makes 2 attacks against an infentry, the army will be killed.) Next, the free standing Calvary finish the job, perhaps taking a loss in the process.
Right after success in the event of capturing the city: A few inf protect the artillery, but the rest of them + all the wounded units move into the city to get rid of the resistance.
If the town is instead Razed: A few inf are brought to protect the liberated peasents on their way to work your lands along with the victorious Calvary unit. The Armies and other wounded Calvary make it back safely on their own.1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
Templar Science Minister
AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.
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I found another way to attack if your enemy defense gets to much. Use your best defense unit and some bombard units. The defense unit protects the bombard units and the bombard units go to town on your enemy. Besides it makes the city smaller which gets rid of that modifier. And if you have a highly cultural enemy. Then when you take it over they will be less resistant. probably the most annoying thing is cities over throwing your govenor. So always set it so I must press a button before letting the AI play and I save before I press the button. Then revolt comes I reload and move all units out of city and retake
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IMO marines and paras are underpowered. they should have a better defense value because when you get mech inf. it replaces normal infantry. and now you have no good defenders to move with the helicopter. (unless you "save" some inf.) also there should be the pick up in field option for helicopters for they are the most important modern transport(in reality). at least in friendly, neutral or controlled land (no units in the next squares).
and why can you load b2 bombres onto carriers???Last edited by eismuli; March 21, 2003, 15:47.
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nd why can you load b2 bombres onto carriers???
I think that there should be some smaller aircrafts that will load on an Carier. They should also have less range and less attack.
Right now loading regular Bombers is just too powerful. With just a couple of them you can almost rase a city. Also there should be mobile Anti Aircraft unit(s).
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I agree with you on mobile anti aircraft. and IMO ships (at least Aegis cruiser) should be able to defend them selfs against aircraft. and also you should have the oppertunity to launch cruise missile from ships.
Also the cruse missiles could be launched from carierrs and submarines. ( i never tryed battleships ).
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AEGIS cruisers should be able to fire missiles like SAM sites. That would make them much more useful for defending battle groupsA true ally stabs you in the front.
Secretary General of the U.N. & IV Emperor of the Glory of War PTWDG | VIII Consul of Apolyton PTW ISDG | GoWman in Stormia CIVDG | Lurker Troll Extraordinaire C3C ISDG Final | V Gran Huevote Team Latin Lover | Webmaster Master Zen Online | CivELO (3°)
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Originally posted by eismuli
IMO marines and paras are underpowered. they should have a better defense value because when you get mech inf. it replaces normal infantry. and now you have no good defenders to move with the helicopter. (unless you "save" some inf.) also there should be the pick up in field option for helicopters for they are the most important modern transport(in reality). at least in friendly, neutral or controlled land (no units in the next squares).
and why can you load b2 bombres onto carriers???
Usually I tinker with giving wider range for paras and maybe make them 6/9/1 and marines 9/6/1... but the best thing to do is just leave it the way it is.
BTW, longbows are not crap. If you cant build knights you'll need a viable solution to conquering a iron territory that allows you to do so. Trust me, all out horsemen is not a way to accomplish such task.
Besides... even if you acquired iron and horses, all those archers thats been built prior to swordmen/horsemen availabity can actually serve an important role in battle plans instead of just doing MP and "bonzai" charges agst nearly defeated cities.:-p
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I'd like more actual game play time, please!
OK, that was a lot of reading but here I am at the end of this thread with my one primary request (and a couple minor ones):
Please fix the unit micromanagement issues.
1. Player upgrading: Currently, I have to spend 10 minutes moving units into cities to upgrade them and then move them back to their field posts, even when I have railroads! How about we allow the field upgrade of any units connected to a city (with barracks, of course) via railroad? I say “railroad” and not “road” because of the infinite movement difference. This would include units stationed inside cities without barracks, but connected to cities with barracks via rails. Game quality will not be affected by this change but I guarantee that all Civ players here will be ecstatic! Very few software QA issues, coupled with the inability of this proposed change to affect game play should mean a high priority for this fix.
2. Pollution Cleanup: I think many Civ players here view pollution as a greater enemy than the AI. I frequently must manually change worker priority to clean pollution, even when I have 50+ workers! There should be a priority assignment for worker actions so that all Shift-A automated workers move to clear pollution first, and then do everything else. Again, a localized change in code with no game play effects that saves much hassle for the players is always a good thing! The AI could utilize workers much more efficiently, but does a good job overall.
3. Railroads: At the discovery of railroads, the AI should prioritize the connection of all cities via railroads above individual tile improvements. The increased movement efficiency for the civ is a huge benefit for both the player and the AI civs. Certainly the AI should intelligently assess which tile path requires the least effort to connect cities and progress accordingly. Again, this also saves the player from having to come off of automated workers and manually build a rail system before switching back to automation.
Some other unit-related issues:
A. As stated by others, the AI needs to learn to upgrade more efficiently. 20 warriors are not better than 10 swordsmen, but sometimes the AI’s behavior makes me believe that it thinks that way.
B. Early game, the lesser power of armies makes use of a Leader for army-buliding much less efficient that using the Leader for a wonder/FP. Perhaps one could also build an army by using only elite units? This would use up those units and make them non-Leader eligible, while at the same time giving the player something to work with. I’d like to have armies as an earlier option in the game or have another way to produce them. It’s great when you can finally just build an Army without a Leader and perhaps I just don’t follow the rationale as to why this is a bad idea early in the game.
Thanks for a great game!Last edited by inca911; May 16, 2003, 14:13.
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Re: I'd like more actual game play time, please!
Originally posted by inca911
B. Early game, the lesser power of armies makes use of a Leader for army-buliding much less efficient that using the Leader for a wonder/FP. Perhaps one could also build an army by using only elite units? This would use up those units and make them non-Leader eligible, while at the same time giving the player something to work with. I’d like to have armies as an earlier option in the game or have another way to produce them. It’s great when you can finally just build an Army without a Leader and perhaps I just don’t follow the rationale as to why this is a bad idea early in the game.
Thanks for a great game!:-p
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Re: Re: I'd like more actual game play time, please!
Originally posted by Zero
Usually, its a better idea to make ur first leader an army IMO. You can always disband an army and get huge amounts of shield to help build cheap wonders anyway. In the ancient age, army is just too powerful. (and not worth building cause they cost so much)
%$#^#@#^^%#@^%$@%
Ahem.
There are, uh, better ways to use Armies than disbanding them.
And they're not too powerful, they are NOT (ignore please, Firaxis).
Zero, try this:
But you're right that they are good to build early!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.
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inca911:
shiift+P is the automate pollution shortcut, press it and your workers will clean polution automatically, as long as pollution is still being generated, they will move automatically. Saves you A LOT of timeA true ally stabs you in the front.
Secretary General of the U.N. & IV Emperor of the Glory of War PTWDG | VIII Consul of Apolyton PTW ISDG | GoWman in Stormia CIVDG | Lurker Troll Extraordinaire C3C ISDG Final | V Gran Huevote Team Latin Lover | Webmaster Master Zen Online | CivELO (3°)
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