October 28, 2001, 12:48
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#1
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Chieftain
Local Time: 07:21
Local Date: October 31, 2010
Join Date: Sep 2001
Location: California
Posts: 78
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The Expansionist's Scouts
According to the Strategy Guide, Expansionist Civs don't just start with a 0-0-2 Scout, they are the only Civ able to build them.
And they cost a mere 10 shields.
All the other antique move 2 units require Horses (which benifts anyone who starts with the Wheel), or require you to play the Babylonians (2-1-2 archers cost 40) or Aztecs (1-1-2 jaguar warriors cost 20).
I'm not sure how useful Pottery or the Pyramids are, given that it seems to take a mere 20 food to expand up to size 6.
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October 28, 2001, 12:58
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#2
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Prince
Local Time: 10:21
Local Date: October 31, 2010
Join Date: Mar 1999
Location: NJ
Posts: 426
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That's definitely a good thing, as otherwise it looks like the expansionist ability is too weak.
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October 28, 2001, 12:59
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#3
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King
Local Time: 11:21
Local Date: October 31, 2010
Join Date: Sep 2001
Location: Philly
Posts: 2,961
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Re: The Expansionist's Scouts
Quote:
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Originally posted by Xmudder
According to the Strategy Guide, Expansionist Civs don't just start with a 0-0-2 Scout, they are the only Civ able to build them.
And they cost a mere 10 shields.
I'm not sure how useful Pottery or the Pyramids are, given that it seems to take a mere 20 food to expand up to size 6.
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Ah ha! Suddenly the expansionist civs aren't looking so bad.
Pyramids sure have been lessened in power - you only get granaries on the same continent.
__________________
"Stuie has the right idea" - Japher
"I trust Stuie and all involved." - SlowwHand
"Stuie is right...." - Guynemer
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October 28, 2001, 13:01
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#4
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Deity
Local Time: 23:21
Local Date: October 31, 2010
Join Date: May 1999
Location: The City State of Noosphere, CPA special envoy
Posts: 14,606
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Potteries are always useful. You don't want to get hit by pop reduction.
__________________
(\__/) 07/07/1937 - Never forget
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October 28, 2001, 14:14
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#5
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Prince
Local Time: 09:21
Local Date: October 31, 2010
Join Date: Apr 1999
Location: Cyberspace
Posts: 590
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Quote:
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Originally posted by Urban Ranger
Potteries are always useful. You don't want to get hit by pop reduction.
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Potteries? Pottery is a tech. Did you mean granaries?
And changing Pyramids to just the continent, and having the scout as a unique unit only to expansionist civs are both great news.
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October 28, 2001, 14:24
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#6
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Emperor
Local Time: 17:21
Local Date: October 31, 2010
Join Date: Nov 1999
Posts: 3,801
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Re: Re: The Expansionist's Scouts
Quote:
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Originally posted by Stuie
Pyramids sure have been lessened in power - you only get granaries on the same continent.
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Arrrggghhh...
__________________
"Kids, don't listen to uncle Solver unless you want your parents to spank you." - Solver
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October 28, 2001, 14:32
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#7
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King
Local Time: 07:21
Local Date: October 31, 2010
Join Date: Apr 2001
Location: California Republic
Posts: 1,240
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Its good that its so cheap, otherwise there wouldn't be a reason to build it because it can only get captured anyways.
Looks like in going to be playing either the Americans (Ex, Ind) or the Germans (Mil, Sci)
__________________
"Everything for the State, nothing against the State, nothing outside the State" - Benito Mussolini
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October 28, 2001, 14:36
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#8
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Prince
Local Time: 09:21
Local Date: October 31, 2010
Join Date: Apr 1999
Location: Cyberspace
Posts: 590
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Quote:
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Originally posted by Lawrence of Arabia
Its good that its so cheap, otherwise there wouldn't be a reason to build it because it can only get captured anyways.
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Hard to capture a unit that moves 2 when you can only move 1. And if you already have units that move 2 it's already late enough not to really matter.
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