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The new addition to the Strategy part does not make a lot of sense to me for multitude of reasons

1. You cannot churn this unit out any significantly faster than building Warriors. The cost of 7 Warriors is equal to 8 SKs, so one extra unit every batch of 7 is not enough to "overwhelm" the enemy. An army of 7 Warriors or a few Archers can fend off 8 SKs with ease.

2. Babylon has a rigid build order, since there are so many things on their plate they have to all build to get eurekas, no one builds this unit in horde when you can kill 3 Barbarians and build an Iron Mine and immediately get Swordsman.

3. Build ranged units unlock the tech for the next ranged units in line for Babylon, melee units don't benefit from the same thing. No one builds this unit when they can dedicate their resources to get crossbow.

4. Warrior rush is ineffective on high difficulty on civs with no domination bonus, AIs will always start with 2-3 more Warriors than you with boosted production, and this unit is weaker than a Warrior.

For all of these reasons, I restored the original writing of Mr.Salt. Any further argument/debate is always welcome. Zechariah0311 (talk) 03:28, 9 December 2020 (UTC)

Not all cavalry[]

There is an error. They are not useful against all cavalry because they have no bonus against Ranged Cavalry and War-Carts. —Preceding unsigned comment added by 161.142.229.118 (contribs)

The War-Cart's page already stipulates that it has no vulnerability to anti-cavalry units. As for the Sabum Kibbitum not getting a bonus against ranged cavalry units, what ruleset have you been playing under? And do you have screenshots or other proof of this finding, or do you expect other wiki users to do your homework for you? -Mythril Wyrm (talk) 13:00, 11 April 2023 (UTC)
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