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Which of the gunpowder UUs do you consider the strongest?ĭo you have more success with gunpowder civs with a certain civ?Ī full list of discussion threads will be available on the subreddit wiki.Civilization VI’s next expansion is out now. How often do you build them, and for what purpose? How useful do you find gunpowder units to be? Starts with Drill I, combat bonus near the capital - 30% if in the city hex, -3% for each tile further away.ĭouble movement and 25% combat bonus in snow, tundra and hill tiles without forest.Īvailable upon adopting the Volunteer Army tenet within the Freedom ideology, 20% combat bonus in foreign lands. Ignores terrain cost, starts with Drill I, Golden Age points from victories. +25% combat strength when attacking, heals after kills. These include the anti-aircraft gun (and the later mobile SAM) and the anti-tank gun, as well as paratroopers and XCOM squads which have the ability to quickly cross terrain owing to their paradrop abilities - XCOM squads and stealth bombers make for a deadly combination which is only improved by any nuclear missiles!Īll production values are for standard pace Unit
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Some of the later gunpowder units also offer more niche roles to add greater depth and variety to a civilizations army. The promotions available to gunpowder units are extremely similar, if not the same as, those available to the earlier melee units, meaning any longswordsmen will keep any and all of their promotions when upgraded - meaning your starting warrior could potentially be an absolutely killer mechanized infantry! The first of these units, the musketman, does not require a strategic resource, meaning they can be built in higher quantities, and the technology for them (Gunpowder) is unlocked quickly after Steel, the technology for longswordsman. Introduced in the Renaissance era, these are mid to late game fighters which act as an upgrade to the melee units of the earlier eras.
