Great to see civ content in 2024. I just started it so updated stuff like this helps a lot. Especially since I have very less time to play so efficiency matters! Keep it up!
Thanks, and it was important to me as well to try and do this. The best unit tier list to date is the one by PotatoMcWhiskey, but it predates the inclusion of Men-at-Arms. While people who were already playing at the time know how that changes the ratings, it's like reading Middle English to new players.
It is quite interesting that you made a list without factoring civ bonuses in, I don't think I ever saw that kind of approach. Makes you realize things that make a unit good is civ bonuses sometimes like in the case of Malon Raider, Black Army or Impi. I personally really think highly of Varu because having one of them sit in a city makes you untouchable until musketman arrive, since it is 40 strength and lowers adjacent units who might be attacking cities. Same with crouching tiger, you only need to build one to make your ranged city attacks go nuts, makes you really defensible until muskets or perhaps even line infantry. Of course this doesnt apply when you get the unit from a barb clan, those don't affect city strengths. Would have put Gaesetae lower myself since, in my mind, that unit's power comes from +2 cs from every adjacent unit, ability of Ambiorix, and that you can upgrade it straight to Man at Arms via Oppidum with lower gold cost than normal thanks to its higher production cost. In barb clans mod the unit is kind of worse because the clans have warriors in them so often (at least that's what happens to me all the time) so its ability to defeat spearmen quickly doesn't even come to play.
Gaesatae is great because it has an included stopgap function, where it becomes stronger in the late ancient era push as you face stronger units. This alone makes it a very good unit, especially for ancient era pushes on the AI.
Trying to rate a civ’s unique unit without factoring in the civ it belongs to has got to be the most pointless challenge you gave yourself. You think these units just fell out of a coconut tree?
@@Zondagskind.Gaming I’m making a joke based upon Vice President Harris’ satiric use of the phrase “you think you just fell out of a coconut tree?” to remind people of the importance of context. I’m basically saying that the units exist within a context and removing them from that context gets rid of all practical value to the ranking. However I do understand that you want to rank the unit and not the civ, but given how intertwined they are, it’s gonna spill over.
The culmination of your organized yet aesthetically pleasing presentation mixed with your.proper pronunciation of every word has me convinced if you aren't a professor you must be a TA in some capacity. Also I was today years old when I found out it isn't "queer-wuh-ser" lol
I disagree with Samurai. Feudalism represents the single biggest power spike in civ 6 because the additional charges on builders + the scaling costs of builders means your builders will start from 66% more efficient to up to 100% more efficient. Those builders can then chop out more hyper efficient builders which can quickly turn a lacking empire into a highly improved one. That’s means you wanna focus culture more then science in the early game to get feudalism. Having a unit in the culture tree AT feudalism means you can deforest your empire with 5 charges builders to pump out samurai AND they have a bigger window then conventional man at arms. They’re A tier, honestly S tier simply because they unlock the single best civic/tech in the game and can be paired super well with the power spike. Any scientific unique unit around this time still needs culture to get feudalism, reducing the amount of science required to get it quick, with Samurai it’s a super culture rush to get man at arms faster and cheaper then anyone else. Put any medieval unit at feudalism and it’s an automatic A tier, especially since after political philosophy it’s a clean 3 tech path to feudalism with the colosseum wonder also being takable for even more culture. Taken at face value Samurai are ok, but when building around them and planning for their timing they are ridiculous.
Excellent video, love the presentation. The explanations are clear and concise. I strongly dislike men-at-arms unlocking at apprenticeship in vanilla instead of military tactics. It’s already one of the most important early technologies for the production boost, also granting a 45cs melee unit is overkill. …And it makes the Toa’s availability even worse. Rude.
Amazing work as always) I must say that I hard disagree on gaesatae. I think that unit is D - C territory. Gaesatae is quite expensive thus trade badly against warriors and very badly against archers. For that production you kill the barbarian spearman better and can attack a city with +5. It has very bad numbers when compared to eagle warrior and war cart. Ambiorix ability and the fact that you get one for free hard carry the unit. Also huge disagree on hypaspist. Hypaspists cost only 5 iron, they are as good as a legion in combat and they kill cities better. In comparison, immortals are slightly better unit killers and they are better in defending but you need 10 iron for each and they are 8 str weaker when hitting cities. For a swordsman, hypaspist is a fantastic replacement and much safer push unit than the immortal. I think legion still has the edge but in a game where you secured only 1 iron mine, your hypaspist attack wont be any later than a legion attack. I think varu isnt an F, its a D. Its a different swordsman with little ups and downs, its clear edge is not costing iron, and being defensively good while providing +4 era score in classical or ancient era in a peaceful game.
Thanks for the feedback. The Gaesatae is certainly an oddball, I just think that the extra strength against Spearmen is pretty important in the Ancient Era - it's exactly why I hate the Sabum Kibittum.
You are incorrect on the Gaesatae. That unit is tremendous, for the reason that it becomes a stopgap unit for when you are falling behind in unit tech until the Man at Arms becomes available in the classical Gaul man at arms rush. The Gaesatae becomes stronger at that awkward point where the target AI gets heavy chariots and worse, swordsmen. It straight up beats heavy chariots, and can trade favourably against the swordsman, which is the real killer. And once you start facing those swordsmen, the Man at Arms is about to unlock and you get a renewed power spike over the AI. And that cost is actually a good thing, because it means you get more culture out of the ability, which also means that you hit Agoge (+50% melee/archer production, which cuts on production times further) and Politicial Philosophy for Oligarchy (+4 CS) incredibly fast. Then add in the combat strength bonus for adjacent units, which in the ancient era is important because you want to ball up your units to some extent with archers behind. This unit pairs incredibly strong with the whole kit and timing that the Gaesatae is if not S, then at least A. You can literally invade and kill a deity AI neighbour with it straight off the bat. Eagle warriors over overrated to the extreme though.
@samuelhakansson6680 do note that this tier lists divorces units from their civs, so you're making a couple arguments that don't line up with what we're discussing.
@@samuelhakansson6680 ye I wanted to be in line with zondags. Ambiorix ability is very powerful. The unit is often worse than having a warrior but having one for free at the start of the game makes me less harsh on it. Still a bad unit imo
@@Zondagskind.Gaming Thats fair, but I think the whole distinction does viewers a disservice for educational purposes by looking at these in a vacuum, as they never get played in a vacuum. Yes you can sometimes buy these units from barb clans, but in 95% of cases you will get these units as part of a normal playthrough as that particular civ (if you even play with barb clans active). And even if two leaders share the same unit, thats a pretty dubious reason to start ranking units in a vacuum.
Brother no the impi is not d tier. It only cost 1 gold per turn with the millitary card that reduces gold costs by one that is free units. That means with the lower production cost you can crank out tons and tons of impi's without needing to build a single commercial hub. With the wonder statue of zeus and the milltary card that reduce the cost of anti cavalry units you can flood the world with impi's.
A lot of units here are pretty strong defensive units, but for some reason they appear to be in dom civs. This alone drops them to C. Divorcing units from civs makes sense. Civ bonuses are often situational and you can't take them into account every time, so this angle is interesting to take too.
main disagrees: Varu is really good. if you don't take Chandra's bonus movement into account it's not great, but they're basically unmatched in their era, and can hold off vs crossbows because they reduce strength of units in cities. they also don't require strategics, though they're expensive. have an easy time getting to the pretty good heavy cav promotions. Toa is still pretty great. it's almost a cheaper MAA unlocked slightly earlier with no strategic cost. the Paa is really good, and the build charges means you can chop into them, which hurts in the long-run as Maori but still an option. can also be used to repair stuff you pillage. Keshig can be pretty dangerous, at least a C. Tagma is at least B if not A, it's a great general on a knight that also works for religious units. and unlocked earlier. not S without Basil, but still powerful. Domrey alone makes Khmer a scary war civ in the medieval era. moving and attacking on siege like that isn't to be underestimated. how is Oromo cav A but Tagma C? Black army is akward to use but if you can, it's like you're an era ahead. Malon raider should be B if you're gonna put Mameluke there tbh
Thanks for the input. I can't go into all the points, but the Malón gets a hefty penalty for being a super-unique, so I have to start producing them when I get to Gunpowder, whereas I can pre-build Mamluks.
In the past of the game the Saka horse archer only replace in the industrial era with field canon not tu the crossbow so it was Wei worst back the in the based game
True, on the other hand, a lot of units that were super-uniques once are now MaA or Cuirassier replacements, so I think the Saka was left behind all in all.
Saka deserved to have move after attack as a based ability. Hit with one range and run away. Would increase survivability and you can hammer a single spot with multiple units.
The Janissary is... off, even when arguing for the unit in a vacuum. I see people ranking it highly, but the best? An important factor here is that the value of melee units starts to drop off hard around the point in the game where they unlock. Whereas warriors/swordsmen/men at arms are still used offensively (in conjunction with battering rams and siege towers, with archer/xbowman support), the musketman (and its replacement) and up has the role of melee units function as blocking units in front of siege units rather than an integral part of the attacking force (especially true against renaissance walls). They are still good at blocking, but the value as such drops because you can still use cavalry for that purpose as well. Especially light cavalry are sometimes even better suited for blocking, because they can move in an pillage a farm on the same turn (as well as everything else), which lets you rotate them effectively instead of hoping that they survive in a blocking position with fortification.
I'm sorry, but what? Yes, you're using your swordsmen offensively, which means they'll easily already have 2 or 3 promotions, so the free promotion for the Janissary makes getting to Elite Guard child's play. They're also dirt cheap to upgrade into. You're frankly off your rocker if you're looking at Janissaries and saying you'd rather use Coursers.
@@Zondagskind.Gaming Yes, I think that free promotion is overrated. For the reason I pointed out above, even if it pushes you into the double attack upgrade, the unit comes at a time where melee class units generally arent primarily used for attacking anyway. A free upgrade is still a free upgrade, but thats mostly a benefit for having an instant heal available when you are pushing (and using them to block). I am not saying Im rather using coursers than Janissaries, but Im usually more heavy on Coursers (and later Cavalry) rather than melee units in general, past Men at Arms. That last upgrade is really overrated for melee, the one that really matters at this stage of the game (Renaissance) is the last upgrade for siege class units, which lets them shoot outside city bombard range. That siege class upgrade is tremendously important because the Renaissance is usually when any offensive action is at its slowest, due to being in that awkward position where you cannot really use melee units as a primary attacking force anymore (renaissance walls etc.), but its also too early for Bombers to come into play. Thus you should definitely prioritize the final upgrade on siege units, at which point the blocker in front of it matters less,and where Coursers are an excellent choice for their multi purpose of pillaging and blocking. Pillaging in general extremely important to prioritize, because at this stage you should have the Grand Masters Chapel unlocked. This lets you faith buy more units in the cities you conquered, which means that all the faith you got can be dumped into even more siege units and Coursers, which increases the speed of your snowball. Relying on melee units at this point is gimping your own offensive momentum, because they are too slow to matter in the grand scheme of things. Janissaries are great for blocking the most fortified cities, but generally its much faster to rely on light cavalry and siege units (ideally with a great general).
@@Zondagskind.Gaming I respect your opinion but disagree. I can choose not to build those units. I have no choice but to build the Cree scout. The fact that I am forced to waste extra turns for no bonus to the actual use of the unit is what bothers me. I don’t need combat strength and the first promotion is easy. It would have been balanced to have it at the same production cost as a regular Scout as once it’s upgraded it’s useless and the rest of the Cree toolkit is average at best.
That unit is surprisingly underrated. The reason is that you can get it to the t3 (+20 CS) promotion very early with the Survey card slotted, and you can even cheese this by finding a city state to farm for XP. Once you get that T3 promotion (even if just on one unit), you can dumpster the AI with it in the late ancient or early classical era. The AI is not capable of handling a 40 CS unit at this stage, especially not one that has 3 movement and ignores rough terrain. It does take dedication and forces you to slot Survey though (which you usually don't do), but once you unlock the ability (which happens early), that unit is top tier. Tried it recently and by god that thing is strong. You can usually rely on getting the promotion long before you unlock swordsmen, which is very important in deity if you intend to take a target out this early.
Great to see civ content in 2024. I just started it so updated stuff like this helps a lot. Especially since I have very less time to play so efficiency matters! Keep it up!
Thanks, and it was important to me as well to try and do this. The best unit tier list to date is the one by PotatoMcWhiskey, but it predates the inclusion of Men-at-Arms. While people who were already playing at the time know how that changes the ratings, it's like reading Middle English to new players.
Editing is on point with this one! Thanks for making this video, I can tell it took a lot of time and effort
Thanks! Yeah, it took quite a lot of time especially because the slides went through multiple versions.
It is quite interesting that you made a list without factoring civ bonuses in, I don't think I ever saw that kind of approach. Makes you realize things that make a unit good is civ bonuses sometimes like in the case of Malon Raider, Black Army or Impi.
I personally really think highly of Varu because having one of them sit in a city makes you untouchable until musketman arrive, since it is 40 strength and lowers adjacent units who might be attacking cities. Same with crouching tiger, you only need to build one to make your ranged city attacks go nuts, makes you really defensible until muskets or perhaps even line infantry. Of course this doesnt apply when you get the unit from a barb clan, those don't affect city strengths.
Would have put Gaesetae lower myself since, in my mind, that unit's power comes from +2 cs from every adjacent unit, ability of Ambiorix, and that you can upgrade it straight to Man at Arms via Oppidum with lower gold cost than normal thanks to its higher production cost. In barb clans mod the unit is kind of worse because the clans have warriors in them so often (at least that's what happens to me all the time) so its ability to defeat spearmen quickly doesn't even come to play.
Right, I didn't really factor in the garrison function, as I try to be fighting on the offence. Good points though. 🤔
Gaesatae is great because it has an included stopgap function, where it becomes stronger in the late ancient era push as you face stronger units. This alone makes it a very good unit, especially for ancient era pushes on the AI.
Trying to rate a civ’s unique unit without factoring in the civ it belongs to has got to be the most pointless challenge you gave yourself. You think these units just fell out of a coconut tree?
@Cassius4 Well, I explained why I do it and the pros and cons of it in the video, and I don't remember using the word "coconut tree".
@@Zondagskind.Gaming He was referencing Kamala Harris when he said 'fell out of a coconut tree'
@@Zondagskind.Gaming
I’m making a joke based upon Vice President Harris’ satiric use of the phrase “you think you just fell out of a coconut tree?” to remind people of the importance of context. I’m basically saying that the units exist within a context and removing them from that context gets rid of all practical value to the ranking. However I do understand that you want to rank the unit and not the civ, but given how intertwined they are, it’s gonna spill over.
What a hidden gem of a channel! Thank you so much for the content, your videos are great!
Thanks!
This is such a high quality video its actually kinda insane, well done!
Thanks and yes, I'm insane. 😅
You genuinely have made me so much better at civ. I can’t wait to watch your vids when civ 7 comes out!
Thank you so much! I'm definitely chomping at the bit for Civ VII.
The culmination of your organized yet aesthetically pleasing presentation mixed with your.proper pronunciation of every word has me convinced if you aren't a professor you must be a TA in some capacity.
Also I was today years old when I found out it isn't "queer-wuh-ser" lol
I'm a teacher, but my presentation skills are mostly me being a nerd. 😅
I disagree with Samurai. Feudalism represents the single biggest power spike in civ 6 because the additional charges on builders + the scaling costs of builders means your builders will start from 66% more efficient to up to 100% more efficient. Those builders can then chop out more hyper efficient builders which can quickly turn a lacking empire into a highly improved one. That’s means you wanna focus culture more then science in the early game to get feudalism. Having a unit in the culture tree AT feudalism means you can deforest your empire with 5 charges builders to pump out samurai AND they have a bigger window then conventional man at arms. They’re A tier, honestly S tier simply because they unlock the single best civic/tech in the game and can be paired super well with the power spike.
Any scientific unique unit around this time still needs culture to get feudalism, reducing the amount of science required to get it quick, with Samurai it’s a super culture rush to get man at arms faster and cheaper then anyone else. Put any medieval unit at feudalism and it’s an automatic A tier, especially since after political philosophy it’s a clean 3 tech path to feudalism with the colosseum wonder also being takable for even more culture.
Taken at face value Samurai are ok, but when building around them and planning for their timing they are ridiculous.
@mishaf19 I think we agree on what makes the Samurai good, and fair enough: this specific unlock is really good.
Excellent video, love the presentation. The explanations are clear and concise.
I strongly dislike men-at-arms unlocking at apprenticeship in vanilla instead of military tactics. It’s already one of the most important early technologies for the production boost, also granting a 45cs melee unit is overkill.
…And it makes the Toa’s availability even worse. Rude.
Yeah, I think that would be an interesting change, especially since it would incentivise us to try and get a Spearman more often.
Amazing work as always)
I must say that I hard disagree on gaesatae. I think that unit is D - C territory. Gaesatae is quite expensive thus trade badly against warriors and very badly against archers. For that production you kill the barbarian spearman better and can attack a city with +5. It has very bad numbers when compared to eagle warrior and war cart. Ambiorix ability and the fact that you get one for free hard carry the unit.
Also huge disagree on hypaspist. Hypaspists cost only 5 iron, they are as good as a legion in combat and they kill cities better. In comparison, immortals are slightly better unit killers and they are better in defending but you need 10 iron for each and they are 8 str weaker when hitting cities. For a swordsman, hypaspist is a fantastic replacement and much safer push unit than the immortal. I think legion still has the edge but in a game where you secured only 1 iron mine, your hypaspist attack wont be any later than a legion attack.
I think varu isnt an F, its a D. Its a different swordsman with little ups and downs, its clear edge is not costing iron, and being defensively good while providing +4 era score in classical or ancient era in a peaceful game.
Thanks for the feedback. The Gaesatae is certainly an oddball, I just think that the extra strength against Spearmen is pretty important in the Ancient Era - it's exactly why I hate the Sabum Kibittum.
You are incorrect on the Gaesatae. That unit is tremendous, for the reason that it becomes a stopgap unit for when you are falling behind in unit tech until the Man at Arms becomes available in the classical Gaul man at arms rush. The Gaesatae becomes stronger at that awkward point where the target AI gets heavy chariots and worse, swordsmen. It straight up beats heavy chariots, and can trade favourably against the swordsman, which is the real killer. And once you start facing those swordsmen, the Man at Arms is about to unlock and you get a renewed power spike over the AI. And that cost is actually a good thing, because it means you get more culture out of the ability, which also means that you hit Agoge (+50% melee/archer production, which cuts on production times further) and Politicial Philosophy for Oligarchy (+4 CS) incredibly fast. Then add in the combat strength bonus for adjacent units, which in the ancient era is important because you want to ball up your units to some extent with archers behind. This unit pairs incredibly strong with the whole kit and timing that the Gaesatae is if not S, then at least A. You can literally invade and kill a deity AI neighbour with it straight off the bat.
Eagle warriors over overrated to the extreme though.
@samuelhakansson6680 do note that this tier lists divorces units from their civs, so you're making a couple arguments that don't line up with what we're discussing.
@@samuelhakansson6680 ye I wanted to be in line with zondags. Ambiorix ability is very powerful. The unit is often worse than having a warrior but having one for free at the start of the game makes me less harsh on it. Still a bad unit imo
@@Zondagskind.Gaming Thats fair, but I think the whole distinction does viewers a disservice for educational purposes by looking at these in a vacuum, as they never get played in a vacuum. Yes you can sometimes buy these units from barb clans, but in 95% of cases you will get these units as part of a normal playthrough as that particular civ (if you even play with barb clans active). And even if two leaders share the same unit, thats a pretty dubious reason to start ranking units in a vacuum.
Brother no the impi is not d tier. It only cost 1 gold per turn with the millitary card that reduces gold costs by one that is free units. That means with the lower production cost you can crank out tons and tons of impi's without needing to build a single commercial hub. With the wonder statue of zeus and the milltary card that reduce the cost of anti cavalry units you can flood the world with impi's.
True, but I prefer to pay some more for better units than get a million okay ones.
finally a fellow anti cavalry enthusiast
A lot of units here are pretty strong defensive units, but for some reason they appear to be in dom civs. This alone drops them to C.
Divorcing units from civs makes sense. Civ bonuses are often situational and you can't take them into account every time, so this angle is interesting to take too.
main disagrees:
Varu is really good. if you don't take Chandra's bonus movement into account it's not great, but they're basically unmatched in their era, and can hold off vs crossbows because they reduce strength of units in cities. they also don't require strategics, though they're expensive. have an easy time getting to the pretty good heavy cav promotions.
Toa is still pretty great. it's almost a cheaper MAA unlocked slightly earlier with no strategic cost. the Paa is really good, and the build charges means you can chop into them, which hurts in the long-run as Maori but still an option. can also be used to repair stuff you pillage.
Keshig can be pretty dangerous, at least a C.
Tagma is at least B if not A, it's a great general on a knight that also works for religious units. and unlocked earlier. not S without Basil, but still powerful.
Domrey alone makes Khmer a scary war civ in the medieval era. moving and attacking on siege like that isn't to be underestimated.
how is Oromo cav A but Tagma C?
Black army is akward to use but if you can, it's like you're an era ahead.
Malon raider should be B if you're gonna put Mameluke there tbh
Thanks for the input. I can't go into all the points, but the Malón gets a hefty penalty for being a super-unique, so I have to start producing them when I get to Gunpowder, whereas I can pre-build Mamluks.
@@Zondagskind.Gaming yeah. +10 is big tho.
Great video broski!
Thanks!
Excellent presentation as always. Thank you for these videos!
And thanks for the compliment!
For me the viking longship deffo deserves to be in S tier, having won science games with a purely pillage based economy
In the past of the game the Saka horse archer only replace in the industrial era with field canon not tu the crossbow so it was Wei worst back the in the based game
True, on the other hand, a lot of units that were super-uniques once are now MaA or Cuirassier replacements, so I think the Saka was left behind all in all.
Saka deserved to have move after attack as a based ability. Hit with one range and run away. Would increase survivability and you can hammer a single spot with multiple units.
The Janissary is... off, even when arguing for the unit in a vacuum. I see people ranking it highly, but the best? An important factor here is that the value of melee units starts to drop off hard around the point in the game where they unlock. Whereas warriors/swordsmen/men at arms are still used offensively (in conjunction with battering rams and siege towers, with archer/xbowman support), the musketman (and its replacement) and up has the role of melee units function as blocking units in front of siege units rather than an integral part of the attacking force (especially true against renaissance walls). They are still good at blocking, but the value as such drops because you can still use cavalry for that purpose as well. Especially light cavalry are sometimes even better suited for blocking, because they can move in an pillage a farm on the same turn (as well as everything else), which lets you rotate them effectively instead of hoping that they survive in a blocking position with fortification.
I'm sorry, but what? Yes, you're using your swordsmen offensively, which means they'll easily already have 2 or 3 promotions, so the free promotion for the Janissary makes getting to Elite Guard child's play. They're also dirt cheap to upgrade into. You're frankly off your rocker if you're looking at Janissaries and saying you'd rather use Coursers.
@@Zondagskind.Gaming Yes, I think that free promotion is overrated. For the reason I pointed out above, even if it pushes you into the double attack upgrade, the unit comes at a time where melee class units generally arent primarily used for attacking anyway. A free upgrade is still a free upgrade, but thats mostly a benefit for having an instant heal available when you are pushing (and using them to block). I am not saying Im rather using coursers than Janissaries, but Im usually more heavy on Coursers (and later Cavalry) rather than melee units in general, past Men at Arms. That last upgrade is really overrated for melee, the one that really matters at this stage of the game (Renaissance) is the last upgrade for siege class units, which lets them shoot outside city bombard range. That siege class upgrade is tremendously important because the Renaissance is usually when any offensive action is at its slowest, due to being in that awkward position where you cannot really use melee units as a primary attacking force anymore (renaissance walls etc.), but its also too early for Bombers to come into play. Thus you should definitely prioritize the final upgrade on siege units, at which point the blocker in front of it matters less,and where Coursers are an excellent choice for their multi purpose of pillaging and blocking.
Pillaging in general extremely important to prioritize, because at this stage you should have the Grand Masters Chapel unlocked. This lets you faith buy more units in the cities you conquered, which means that all the faith you got can be dumped into even more siege units and Coursers, which increases the speed of your snowball. Relying on melee units at this point is gimping your own offensive momentum, because they are too slow to matter in the grand scheme of things. Janissaries are great for blocking the most fortified cities, but generally its much faster to rely on light cavalry and siege units (ideally with a great general).
Great work on the vid, hope this gains traction and nets you new followers, definitely deserved
I hope so, too, a couple thousand views will go a long way. 😄
Why dont you have adds on these? You definitely should if you can
@@Diaboli21 I do, there are ad slots between all the eras.
@@Zondagskind.Gaming i thought that was just cos I was watching on TV, cos on mobile I havent really noticed 😅
This is giving me ideals for some buff mods.
Let's see them!
Can I suggest jadwiga for a buff mod.
Oh wait you mean increasing abilities...
Never mind
great video otherwise but the music is a little loud at some points
@kaanner243 it's always tough to balance that, because so much of the music varies in volume so much.
Video starts 6:07
Before that point is just yap
I added the chapters in the description.
I wish we get more modern era +++ unique units
That would be interesting for sure, even though earlier units are just better.
@@Zondagskind.Gaming bombard or jet bomber unique unique would be broken even with high production and maintenance costs
Cree unit is ranked too high.
Worst UU in the game.
Nah, I'll at least die on the hill that it has to be better than the Crouching Tiger and the Highlander.
@@Zondagskind.Gaming I respect your opinion but disagree.
I can choose not to build those units.
I have no choice but to build the Cree scout.
The fact that I am forced to waste extra turns for no bonus to the actual use of the unit is what bothers me. I don’t need combat strength and the first promotion is easy.
It would have been balanced to have it at the same production cost as a regular Scout as once it’s upgraded it’s useless and the rest of the Cree toolkit is average at best.
@@sogergamingI think most radical ones is having gaesatae at S instead of D, and having hypaspist at D instead of B or A
That unit is surprisingly underrated. The reason is that you can get it to the t3 (+20 CS) promotion very early with the Survey card slotted, and you can even cheese this by finding a city state to farm for XP. Once you get that T3 promotion (even if just on one unit), you can dumpster the AI with it in the late ancient or early classical era. The AI is not capable of handling a 40 CS unit at this stage, especially not one that has 3 movement and ignores rough terrain. It does take dedication and forces you to slot Survey though (which you usually don't do), but once you unlock the ability (which happens early), that unit is top tier. Tried it recently and by god that thing is strong. You can usually rely on getting the promotion long before you unlock swordsmen, which is very important in deity if you intend to take a target out this early.
@@samuelhakansson6680 and @sogergaming - your duel will be legendary
A Unug gaar ah comment.
Thanks! Who or where is that?
@@Zondagskind.Gaming That is how you say unique unit in Somali.
@@wakkosan aaaaaaaaaaaah that's really cool. In Dutch it's "unieke eenheid".
Dog water
Okay, thanks for the constructive criticism.