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  1. #1
    EBII Mod Leader Member Foot's Avatar
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    Default Re: why did this happen?

    when rebel units spawn they are given upgrades automatically. Thats how that happened.

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  2. #2
    Member Member ludwag's Avatar
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    Default Re: why did this happen?

    Quote Originally Posted by Foot View Post
    when rebel units spawn they are given upgrades automatically. Thats how that happened.

    Foot
    I have seen rebels spawn many times. But why did these get gold chevrons?

  3. #3
    EBII Mod Leader Member Foot's Avatar
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    Default Re: why did this happen?

    Quote Originally Posted by ludwag View Post
    I have seen rebels spawn many times. But why did these get gold chevrons?
    Its random.

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    Guest Aemilius Paulus's Avatar
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    Default Re: why did this happen?

    Quote Originally Posted by ludwag View Post
    I have seen rebels spawn many times. But why did these get gold chevrons?
    Because it is 1: random scripting and/or 2: look at the governor's building and the regional MIC. They all give experience bonus to Apeleutheroi. That was made to encourage the AI to build regional MICs even when it does not enable any new units.

    EDIT: Wait, is it really all random as Foot says? I though the city size and MIC level had some influence.
    Last edited by Aemilius Paulus; 11-13-2008 at 23:59.

  5. #5

    Default Re: why did this happen?

    I have fought an army of similar composition in Arabia - they are absolutely devastating. I would strongly suggest NOT sending heavy infantry against them as you will be chopped to bits in melee. Using missle units or phalanxes is the only way to go as they stop them from being able to get in close.

  6. #6
    Guest Aemilius Paulus's Avatar
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    Default Re: why did this happen?

    Quote Originally Posted by duncan.gill View Post
    I have fought an army of similar composition in Arabia - they are absolutely devastating. I would strongly suggest NOT sending heavy infantry against them as you will be chopped to bits in melee. Using missle units or phalanxes is the only way to go as they stop them from being able to get in close.
    Thanks! That's just what I wanted to know!

  7. #7
    Vicious Celt Warlord Member Celtic_Punk's Avatar
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    Default Re: why did this happen?

    like I stated somewhere before in another thread. No problem for my Spartan Field army. Though I've used these slaves in defence of a newly rebelled citystate before. They are good for plugging the hole in the wall till you can get some better men down there. Quite frankly the best strategy to use them in that kind of situation is holding the enemy inside the walls, then moving your slingers along the walls to decimate the enemy from behind. If you hit your own troops, its in the face, therefore less deaths, and the ones that die, who cares?
    Last edited by Celtic_Punk; 11-14-2008 at 07:24.
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  8. #8
    Member Member Intranetusa's Avatar
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    Default Re: why did this happen?

    Hmmm, does anyone have a link to the unit cards?

    I want to check out the recruitment cost/upkeep/unit stats of these slaves.
    I have several regional MICs in my campaign with the ability to train slaves, but I have no idea if they would make a decent militia garrison or not.
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  9. #9
    EB annoying hornet Member bovi's Avatar
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    Default Re: why did this happen?

    Quote Originally Posted by duncan.gill View Post
    I have fought an army of similar composition in Arabia - they are absolutely devastating. I would strongly suggest NOT sending heavy infantry against them as you will be chopped to bits in melee. Using missle units or phalanxes is the only way to go as they stop them from being able to get in close.
    Perhaps you fought them in 1.0 before their nerfing. They were given a 0.9 lethality by mistake, probably intended value was 0.09 (an increase from their initial 0.04).

    Quote Originally Posted by Aemilius
    Yeah, but have you fought the two gold-chevron Apeleutheroi? There is a big difference, or at least in my opinion. Although their melee lethality is low, think of those AP rocks they throw. With two gold chevrons, those rocks can have an AP attack of as high as 9 (with two gold chevrons), and with a high ammo (for a missile thrown before charge) of 8. That AP attack, btw is going to take off 50% of your unit's armour. Think sligers and then about three/four times worse.
    Actually my testing of slingers show that unit experience does not make any significant difference to missiles. By giving them 3 levels of weapon upgrades they became utterly devastating (about 60% more kills), but 9 levels of experience didn't make any perceivable difference to a non-experienced unit, at best it was a 4% increase in kills.

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