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Topic:   Worthless unit Format for Better Printing
East Street Trader


b.02-15-99
posted May 04, 2001 06:34   Click Here to See the Profile for East Street TraderClick Here to Email East Street Trader Visit East Street Trader's Homepage!
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Go fundy, set every city to turn out fanatics and then a couple of turns later (when you have lots of the little buggers) throw them at what remains of the A1 in a wave. The unit is so cheap you will swamp them. Alpine hordes won't be in it. Along the way you will lose a lot, I mean a real lot, of them. But two things about that. One, they want to die for the sacred cause. And two, it will make each move just slightly less boring (try giving instructions to a couple of hundred units each time - although I suppose DaveV will tell me this is condition normal) so you will be glad to see them get their wish fulfilled.

Sadly you gradually lose less and less as resistance crumbles and the final stages are truly a time consuming and dreary experience.

But I'm afraid it can't be said that they are useless.

I love bribing barb ships of all kinds - one of my best games was kick started by a lucky barb trireme that turned up just when I had built my first diplo and had a bit of hut money on hand, boy did the big routes go in quick in that game - but a frigate bribe has got to be my favourite. They sometimes appear quite early and you may be some way off that tech yourself. For a while they rule the seas and can carry your caravans in almost complete safety. And if you get lucky you decimate the A1's shipping. OK they don't seem to carry the punch of the ironclad when bombarding but they can still cut lines of communication to coastal cities so during the short time they rule they support invasion well.

But I don't build them either. There is too much to do during that period.

Dry


b.02-15-99
posted May 07, 2001 12:43   Click Here to See the Profile for DryClick Here to Email Dry Visit Dry's Homepage!
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The only truly worthless unit for me is the explorer. Remove the need of support and I would surely build/use it.

Otherwise, they are a lot of units I do not build, but it does not mean I find them 'worthless':

Nukes and Missiles:
I never build them, and when I get them - they come with the city I bribed - I disband them, so I can rush (re)build the wall/SAM/SDI.

Legions, Marines, Battleships, Fregates, Catapults, Partisans.
I find them too expensive to build, but I am really very happy to get/buy them to hut/ennemy/barbarians.

Elephants, Ironclads, Canons, ... (here I think I forget some...):
I would like to build them, but usually they are obsolete so soon, I have no real time to build much of them.

Finaly there is the very special case of the riflemen:
I don't build them, because they were build as warrior, phalanx,..., upgraded by Leo and by the time I can build them, I prefer the alpine troops.

drake


b.02-15-99
posted May 07, 2001 13:37   Click Here to See the Profile for drakeClick Here to Email drake Visit drake's Homepage!
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If your playing style is to *explore*, the *explorer* is great. No one can get to the hard to reach huts faster in the game than the explorer.....

I usually build a few every game as soon as I get the chance. Definetly not on my useless list............not that anyone was asking

Blaupanzer


b.02-15-99
posted May 07, 2001 14:43   Click Here to See the Profile for BlaupanzerClick Here to Email Blaupanzer Visit Blaupanzer's Homepage!
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Dry,

I'm surprised that battleships make your list. They are great city busters, especially because of the high percentage of coastline on most random maps. Once the AI has cruise missiles, you need to protect them with AEGIS cruisers, but those cruisers do not have the busting power. They are expensive and slow-moving but not particularly vulnerable. As to the rest, looks well thought out.

Marquis de Sodaq


b.02-15-99
posted May 07, 2001 16:08   Click Here to See the Profile for Marquis de SodaqClick Here to Email Marquis de Sodaq Visit Marquis de Sodaq's Homepage!
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I must jump the bandwagon in defense of the poor explorer! Simply put, he's the fastest unit in the game until alpine troops are available. Sure, he's a wimp and uses up a shield, but will reap sometimes hundreds of gold, several units, and maybe an advanced tribe before barbarians spend a day playing football with his severed head.

Exploring is one of the more enjoyable parts of the game (perhaps why I live in the marches...), and my civ always has several explorers in service until later in the game.

Even after all has been discovered, they are useful for leading your troops into enemy territory. He moves ahead to scout; Your army knows where to safely go without risk of surprizing a camp of enemy bad guys.

------------------
"There is no fortress impregnable to an ass laden with gold."
-Philip of Macedon

East Street Trader


b.02-15-99
posted May 08, 2001 13:09   Click Here to See the Profile for East Street TraderClick Here to Email East Street Trader Visit East Street Trader's Homepage!
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Build just one explorer and watch the pace at which the fog of war is rolled back and you'll start being convinced. He works nearer three times as fast as a two legged unit than twice as fast (because he skips through two and three movement squares). Work him in conjunction with a diplo and a boat to tip huts and you'll:

1. Virtually never lose him;

2. Give up tipping huts any other way.

I described a method in a thread a while back so won't repeat it but if you just try using the three units together it starts being obvious what to do very quickly. Clear the fog away on each continent first, then methodically tip the huts, exploiting the coastline or the inland terrain to keep safe. If you ran into a continent comprising flatlands and nothing with many huts more than two squares from the coast you might need a second diplo for full security. But on ordinarily mixed terrain the three movement points of the explorer and the two movement and bribe ability of the dip will keep them secure.

You get to want some barb outcomes so that you can keep up the stream of good NONE units being sent home.

And when all exploring is finally done his three square movement and ignoring ZOC is still useful.

He is my next favourite after the caravan, the dip, the trireme and the ironclad.

Like2frolick


b.02-15-99
posted May 08, 2001 14:23   Click Here to See the Profile for Like2frolickClick Here to Email Like2frolick Visit Like2frolick's Homepage!
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Useless?
Hardly...
Maelhavok


b.02-15-99
posted May 09, 2001 04:13   Click Here to See the Profile for MaelhavokClick Here to Email Maelhavok Visit Maelhavok's Homepage!
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Explorers top my list. Why in the world do they have shield upkeep? I use dips and horsemen for exploration. They explore with multiple capabilities. I mostly concur with the rest of the list except fanatics(when I get them AI is doomed) and trierme(early necessity) I hope this doesn't refer to AI's use of units (their explorers bribe, their triermes don't sink).
Dry


b.02-15-99
posted May 11, 2001 11:34   Click Here to See the Profile for DryClick Here to Email Dry Visit Dry's Homepage!
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quote:

Originally posted by Blaupanzer on 05-07-2001 02:43 PM
Dry,

I'm surprised that battleships make your list.

First, sorry for late answer, but I am not here every day.

Yes, battleships are on my list, because the window of usefulness for those queens of the seas is small. Yes, when cruise missiles comes, they cannot exit the harbour anymore. Aegis to escort? yes, but when you got Aegis, why do you need battleship anymore?
I found battleships usefull for:
- costal bombardement. Once the ennemy has coastal defense, they become useless for it, and Aegis can do as good in not harbour hexes.
- sink other battleship. Why should I do that? The AI suicide his battleships against my Alpine troop behind coastal defense.
- sink cruisers. An vet Aegis or a sub can do this as well.

So why should I build battleships?

EOL


b.02-15-99
posted May 11, 2001 12:28   Click Here to See the Profile for EOLClick Here to Email EOL Visit EOL's Homepage!
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Having a couple of battleships to protect your transports on the open seas maybe? Wouldn't want mine to run into AI battleships.

EOL

Scouse Gits


b.02-15-99
posted May 11, 2001 14:55   Click Here to See the Profile for Scouse GitsClick Here to Email Scouse Gits Visit Scouse Gits's Homepage!
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EOL - your AI is permitted battleships! - Mine have not had a port city since shortly after I discovered Steam Engine!

------------------
Scouse Git[1] -- git1@scousers.net

"Staring at your screen in horror and disbelief when you open a saved game is one of the fun things of a succession game " - Hueij
"The Great Library has been built!"
"A short cut has to be challenging,
were it not so it would be 'the way'."
- Paul Craven

EOL


b.02-15-99
posted May 11, 2001 16:57   Click Here to See the Profile for EOLClick Here to Email EOL Visit EOL's Homepage!
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quote:

Originally posted by Scouse Gits on 05-11-2001 02:55 PM
EOL - your AI is permitted battleships! - Mine have not had a port city since shortly after I discovered Steam Engine!


If I'm player a peaceful planet guardian style game .

EOL

Scouse Gits


b.02-15-99
posted May 11, 2001 17:13   Click Here to See the Profile for Scouse GitsClick Here to Email Scouse Gits Visit Scouse Gits's Homepage!
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"Guardian" style game peaceful ... tell that to Neil Hamilton!
------
SGs in something liquid
Blaupanzer


b.02-15-99
posted May 15, 2001 17:12   Click Here to See the Profile for BlaupanzerClick Here to Email Blaupanzer Visit Blaupanzer's Homepage!
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Okay, I'll bite. Who is Neil Hamilton?

Still think a vet BB is more than adequate to empty a port (with or without coastal fortress) in SP. Then you sail in a transport load or two of land units and obliterate the opponent on his own railroad. Note that "vet comes from earlier efforts prior to ports and cruise missiles. After these come, I sail them home for coastal defense until I have enough AEGIS to defend them and the transports. Bombers just can't do this, and howies have to get on shore to help. Oh well, whatever works for you.

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