Still, Paladins should always be used with caution as flaws in the implementation of these units can prove very costly. However, if used against ordinary infantry, archers, siege units, and unsuspecting towns, Paladins dominate the field. ![]() Siege weapons are ineffective against Paladins in most situations, but if cautiously used, Onagers can deal a great amount of damage. Paladins are susceptible to enemy Monks because of their high gold cost. In one-on-one combat, Paladins can slay Halberdiers, but lose in cost efficiency by a wide margin and lose to Heavy Camel Riders in both population efficiency and cost efficiency. Paladins are some of the strongest and, though not cheap, most effective units and a large group can easily destroy any ill-prepared town or army. ✝ means that the civilization had access to Paladins in the past, but does not currently. + means that the civilization gets some civilization or team bonus or a unique technology that benefits the combat strength of the Paladin. The technologies being considered here are Blast Furnace, Plate Barding Armor, Bloodlines, and Husbandry. A missing technology is fully offset by some civilization bonus. X means that the civilizations gets fully upgradeable Paladins.
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