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  • #16
    I agree, the English seems to be a little bad - not unless. If you play a map of the world or of europe and the English are starting at ther island, they are much more disadvantaged then other expansionst Civs. And ther UU is a joke, IMHO. Only a few turns and steamships are available. Don't missunderstand me, I love naval power, I love playing the English too (but I have to change rules, if naval power shall become important. ). Industrios seems to be the better choise instead of exp. for the English. They was the first ind. Civ in RW ever...
    Arne · Das Civilization Forum

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    • #17
      Originally posted by Beren
      Nice scheme, but normally a UU only gets on bonus point (making him 5/1/1 or 4/2/1) and besides the crossbow was used a long time ago in China (I don't know when) and used in Europe by the 11th century, while longbows started to appear at earliest at the end of the 13th century. I think there's a gap.
      More importantly, I don't think the English golden age was the Hundred Year War (neither the time of MoW, I think of ninteenth century England: it was unequalled at that time.)
      well in this case i was thinking about PtW, there are units with a lot more upgrade (cavalry UU with 8.3.3)
      and 4.2.1 is the medieval infantry there.. I know longbows were a bit later in their use, what could be done to keep it "historically accurate" is get the english crossbowmen and then 1 tech later (or maybe 2) give them the longbowman.

      and besides, the iroquois *whatevertheyarecalled* were'nt used in the same time as other horsemen either

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      • #18
        beren and homunculus,

        you're both right. all UUs in civ3 have only 1 extra upgrade point. however if you look at the percentage (which is what really counts in combat), it's different:
        hoplites have 50% more defense than the default unit. mounted warrior has 50% more attack. and bowmen even have the DOUBLE defense of normal archers.

        the PTW special cavalry with 8 attack has "only" 33% more attack than the ordinary one. it's still powerful, but the combat-difference is smaller.

        and anyway... PTW units with more than +1 upgrade often cost a lot more (hell... gallic swordsmen cost 60 or 70 shields, but are only slightly stronger at defending than mounted warriors!)
        - Artificial Intelligence usually beats real stupidity
        - Atheism is a nonprophet organization.

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        • #19
          Originally posted by Nuclear Winter
          Another useless civ is the Zulu. What is the use of a spearman with 2 mov if he won´t be attacking anyway?
          Horsemen can't retreat against other fast units,like the impis. And yes, they can help escort your horsemen.

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          • #20
            A littlw while back I saw a English Colonial Infantry unit (think of the movie Zulu). I'm not sure if it was ever completed though. Sad if it wasn't, because it would fit perfectly with the English golden age.
            Overworked and underpaid C/LTJG in the NJROTC
            If you try to fail and succeed which have you done?
            If fail to plan, then you plan to fail

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            • #21
              any civ can be useful I just dont think any of them are completely useless
              What would you need for a Military Alliance vs. the Indians?

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              • #22
                Without a doubt the English Man-O-War is the worst special unit in the game. The English are additionally handicapped by have the Commercial ability which defacto is meaningless in the game.
                Try http://wordforge.net/index.php for discussion and debate.

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                • #23
                  oerdin
                  i used to think the english have the most useless traits. and actually, for my games i still think so.

                  but on large and huge maps, commercial and expansionistic are considered extremely powerful.
                  specially the commercial is good for a strong economy without having all cities more than 10 tiles away from the capital absolutely crippeled by corruption.
                  an expansionist's ideal world is huge, pangean and has sedentary barbarians. you'll know all oponents, the whole map and all ancient technologies by the time the others are halfway through the ancient era.

                  however, the UU is indisputably the most useless of all...
                  - Artificial Intelligence usually beats real stupidity
                  - Atheism is a nonprophet organization.

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                  • #24
                    I'm getting a feeling Greece in getting underrated. I mean, commercial, scientific and a good UU to start the game with.

                    I look at it this way: Build good cities, defend'em with your hoplites, get tech fast. This should give you a competetive edge to be able to expand and with less corruption too.

                    Right now I play greeks and have a huuuge empire and relatively low corruption. And the russian cossack is easily overrun with tanks

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                    • #25
                      Greece is an excellent civ. 1/3/1 UU with an ancient era golden age = first into middle ages plus scientific helps you here with cheaper libraries and universities and commercial gives you cheaper markets etc plus more trade arrows and less corruption. All in all greece is in the top three, I think Carthage is better 2/3/1 UU with commercial and Industrious. In my experiance its the millitary and expansionist civs that suck the most. No matter who I play, or the difficulty level I concider myself extreemly lucky to get even one leader, who becomes an army and attacks ONCE then hides until I can build the wounders that this victorious army grants me. Have never tried the Scandinavians or any of the african civs except Egypt, but it seems to me Military and Exp together make for a very weak civ unless you have an amazing UU.

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                      • #26
                        You can let the army die after one victory, Yanghead, you can still build the HE and the Military Whotsit later.

                        Regarding the English MoW : What this unit is good for is the timing of the Golden Age. A bee-line for Magnetism, and then the vital early Industrial techs come much more easily. The Ottomans have that same effect, but a "useless = non required" tech has to be researched first. Also the English starting techs means that they can almost always be the first to study Mapmaking, so the first to get building the Lighthouse, which can lead to a huge advantage to expansion & contact in the early game. And some people are English, and like to play as them

                        Every Civ has its advantages. I have won with all except the Zulu, as I have hated them since Civ1.

                        -Jam
                        1) The crappy metaspam is an affront to the true manner of the artform. - Dauphin
                        That's like trying to overninja a ninja when you aren't a mammal. CAN'T BE DONE. - Kassi on doublecrossing Ljube-ljcvetko
                        Check out the ALL NEW Galactic Overlord Website for v2.0 and the Napoleonic Overlord Website or even the Galactic Captians Website Thanks Geocities!
                        Taht 'ventisular link be woo to clyck.

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                        • #27
                          edit
                          CSPA

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                          • #28
                            I understand that the Expansionistic trait is not very useful, but remember - expansionistic civs are more likely to get free techs from barbarian villages in the ancient age. I myself think you ought to get free techs all through the game, but oh well.
                            I once used a few scouts to explore nearly every barbarian village on the small continent I was alone on, and got nearly every ancient teach, and was in the Middle Ages in no time flat.
                            Whew! I'm back and ready to start writing again.
                            Coming soon: Pax America Redux (Including concepts/civs from Conquests)

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                            • #29
                              The best approach to have with English is grow VERY quickly to monopolise resoucres and luxuries...In the long run, raking in the cash from trade and the commercial trait.
                              Its not too important to concentrate on research at the start, since scouts will be producing alot of tech from goody huts which will also be good for trading.
                              Again, the problem is the threat of attack for not having as many troops, that probably decides if you succeed or not.
                              I love PEPSI! (twitching and shivering profusely)

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                              • #30
                                Originally posted by HAND
                                The best approach to have with English is grow VERY quickly to monopolise resoucres and luxuries....
                                And one of the best ways to get ahead in this game (apart from early rushes) is to REX the arse of the AI, and for this the English are the best, especially if they can pop Masonry and get the Pyramids, or learn Mapmaking and get the Lighthouse they are unbeatable in a straight race for land (excluding stopping them through force of course )
                                So the English are NOT useless.

                                -Jam
                                1) The crappy metaspam is an affront to the true manner of the artform. - Dauphin
                                That's like trying to overninja a ninja when you aren't a mammal. CAN'T BE DONE. - Kassi on doublecrossing Ljube-ljcvetko
                                Check out the ALL NEW Galactic Overlord Website for v2.0 and the Napoleonic Overlord Website or even the Galactic Captians Website Thanks Geocities!
                                Taht 'ventisular link be woo to clyck.

                                Comment

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