Unit Stats for 2.35D
Unit Stats for 2.35D
Hey guys, I created this document to gather the unit statistics. It's helpful for comparing units and figuring out counters and compositions.
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- XGDeath3
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Re: Unit Stats for 2.35D
I mean if we want to get technical, it is also missing pony raider burn, horse evasion, commando mech dmg bonus and other small things that add up but are not immediately obvious.
It is a nice compilation though. Good job.
It is a nice compilation though. Good job.
Eternal Noob of Civ Wars
Re: Unit Stats for 2.35D
Yeah I had the same thoughts. It could be better but you know the more questions you answer, the more questions pop out. What if this or that.
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Re: Unit Stats for 2.35D
I mean if we want to get technical, it is also missing pony raider burn, horse evasion, commando mech dmg bonus and other small things that add up but are not immediately obvious.
Some of these were added to descriptions ingame, I should probably the ones I missed as well.
Re: Unit Stats for 2.35D
Here's an update to the Unit Stats document.
Added names for searching.
Added DPS.
Added dreadnought.
Highlighted key unit abilities.
General cleanup.
Added names for searching.
Added DPS.
Added dreadnought.
Highlighted key unit abilities.
General cleanup.
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Re: Unit Stats for 2.35D
Here's another update.
Better organization.
Fixed a few errors.
Better organization.
Fixed a few errors.
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Re: Unit Stats for 2.35D
Added tech costs and the tech cost investment needed for each unit.
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Re: Unit Stats for 2.35D
Here's another update.
Added damage type vs armor type multiplier percentages.
Added wonders section.
Added damage type vs armor type multiplier percentages.
Added wonders section.
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Re: Unit Stats for 2.35D
Added a section on build formations.
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- Quetra
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Re: Unit Stats for 2.35D
Those aren't the optimal build formations imo. Though good as a general guide to what you should do, not that any new player is going to be reading this thread.
For top lane: Firstly its pretty important to have at least 1 raider above the island. It can delay a hard push by a few precious seconds when their melee goes for the bottom raider and then the top raider last, saving damage on the tower.
Secondly if you build where the front row between the towers is in that towers, from my experience you are more likely to lose docks. I put one dock on the second row in your picture to pull units instantly, and build the others behind. I also space them out, putting some melee a few spaces apart behind (but not quite staggering). This is better imo as it pulls units further back so that it takes longer for the melee to get to the towers or other units.
On the top row, imo you shouldn't build them all on that top shelf in the picture, they should go further back. This is to make sure that the pents wait long enough that they don't get aggrod by the melee (which have been pulled further inside if you build back like I recommended) but instead go straight to hitting the longboats, killing the stack faster.
For bot lane: The melee formation is definetly wrong. Building in a line like that is popular for ranged (but maybe not optimal imo, as I'll mention in a second.) and it spaces them out okay, but melee needs at least 1 more space, preferably two, in order to avoid AoE. I also like to build one in front which I want to take the aggro (almost always sword, it'll tank for my knights which i want to protect from pikemen or my pikemen which I want to protect from dying long enough to kill their knight/mounted). I also like to build one a couple of spaces back as a mini stagger, which I upgrade to the melee unit I don't want to be targeted until last. (knight or pike.)
A nice trick also is building a camp as far bottom as possible in front of the rocks. This works similarly to above top island in that the unit will often get aggroed to the back line and hit their ranged. This is extremely useful for a pike to try and kill their mounted, and its also notable that it usually doesn't get targeted straight away. It's also very effective at drawing the fire of cannons, pretty reliably doing the same job as a stagger. You can also put ranged there to achieve a similar effect, but it generally only gets targeted by 1 or 2 of their ranged so is fairly safe there. The upside of this is even better spacing for your ranged as it almost always stands on its own.
For ranged, imo it is optimal to space them out so there is two positioned above the middle of the lane, two in the middle. Ranged inevitably will clump together after a while in combat, so you need to minimise this as much as possible. This formation is less likely to clump than the line formation in my opinion.
I'll post some screenshots of my own formations later.
Also, I dread whenever my bot builds 6 mounted archers like in your screenshot. You really don't need 6, even if you manage to get them all to Dragoons (which is unlikely when you have nothing to upgrade to Musket), you still need sharpshooters later as your opponent will be getting them himself, sharpshooters being the most effective counter to dragoons. It's not even better than having 4 mounted 2 longbow (or crossbow) or 3 mounted 3 longbow (or crossbow) in the early game in my opinion. You just open yourself up to mass pike that way.
For top lane: Firstly its pretty important to have at least 1 raider above the island. It can delay a hard push by a few precious seconds when their melee goes for the bottom raider and then the top raider last, saving damage on the tower.
Secondly if you build where the front row between the towers is in that towers, from my experience you are more likely to lose docks. I put one dock on the second row in your picture to pull units instantly, and build the others behind. I also space them out, putting some melee a few spaces apart behind (but not quite staggering). This is better imo as it pulls units further back so that it takes longer for the melee to get to the towers or other units.
On the top row, imo you shouldn't build them all on that top shelf in the picture, they should go further back. This is to make sure that the pents wait long enough that they don't get aggrod by the melee (which have been pulled further inside if you build back like I recommended) but instead go straight to hitting the longboats, killing the stack faster.
For bot lane: The melee formation is definetly wrong. Building in a line like that is popular for ranged (but maybe not optimal imo, as I'll mention in a second.) and it spaces them out okay, but melee needs at least 1 more space, preferably two, in order to avoid AoE. I also like to build one in front which I want to take the aggro (almost always sword, it'll tank for my knights which i want to protect from pikemen or my pikemen which I want to protect from dying long enough to kill their knight/mounted). I also like to build one a couple of spaces back as a mini stagger, which I upgrade to the melee unit I don't want to be targeted until last. (knight or pike.)
A nice trick also is building a camp as far bottom as possible in front of the rocks. This works similarly to above top island in that the unit will often get aggroed to the back line and hit their ranged. This is extremely useful for a pike to try and kill their mounted, and its also notable that it usually doesn't get targeted straight away. It's also very effective at drawing the fire of cannons, pretty reliably doing the same job as a stagger. You can also put ranged there to achieve a similar effect, but it generally only gets targeted by 1 or 2 of their ranged so is fairly safe there. The upside of this is even better spacing for your ranged as it almost always stands on its own.
For ranged, imo it is optimal to space them out so there is two positioned above the middle of the lane, two in the middle. Ranged inevitably will clump together after a while in combat, so you need to minimise this as much as possible. This formation is less likely to clump than the line formation in my opinion.
I'll post some screenshots of my own formations later.
Also, I dread whenever my bot builds 6 mounted archers like in your screenshot. You really don't need 6, even if you manage to get them all to Dragoons (which is unlikely when you have nothing to upgrade to Musket), you still need sharpshooters later as your opponent will be getting them himself, sharpshooters being the most effective counter to dragoons. It's not even better than having 4 mounted 2 longbow (or crossbow) or 3 mounted 3 longbow (or crossbow) in the early game in my opinion. You just open yourself up to mass pike that way.
Re: Unit Stats for 2.35D
Good notes.
I can add your screen shots when you have them. I intended the formations section to be a quick start guide for new players, explaining with picture instead of a lot of text. The idea is to make it simple enough to execute but still very decent. There's a lot worse formations a new player might try. I think you know what I'm talking about.
I can add your screen shots when you have them. I intended the formations section to be a quick start guide for new players, explaining with picture instead of a lot of text. The idea is to make it simple enough to execute but still very decent. There's a lot worse formations a new player might try. I think you know what I'm talking about.
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Re: Unit Stats for 2.35D
http://imgur.com/a/PneuK
Here you go. The Raider can be exchanged with a Galley depending on what mid adds. The Spear can go on the bottom camp as well depending on their formation. (And of course what melee is there is always variable.)
Here you go. The Raider can be exchanged with a Galley depending on what mid adds. The Spear can go on the bottom camp as well depending on their formation. (And of course what melee is there is always variable.)
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