Stormfather
Chieftain
I'm hoping to get a discussion started on the balance of power between swordsmen/longswordsmen/riflemen and horsemen/knights/cavalry. It's just I noticed some trends in the game, and some inconsistencies with these trends, and wanted to see what other people think.
I understand no unit operates in a vacuum, that horsemen in general have an advantage vs. ranged units and a disadvantage vs. spears/pikes, etc. Muskets aren't in the upgrade path and don't have a clear cavalry analogue, so were omitted. But still, some interesting trends (and deviations from the trend) are readily apparent:
1. Swordsman vs. Horseman
The Horseman requires 285 beakers of science to unlock. Horses become visible and harvestable about halfway in; this in combination with their abundance means that strategic resources are not a major inhibiting factor for the Horseman. A single horseman costs 120 hammers and one horse, and has a Strength of 12, moves 4, and has 'no defensive bonuses' and 'move after combat.'
The Swordsman requires 359 beakers of science to unlock. Iron becomes visible and harvestable at the very end, meaning that after all that research, you still (likely) need to found a city and then build a mine to get these guys on the field. A single swordsman costs 120 hammers and one iron, and has a strength of 11, moves 2, and can gain defensive bonuses.
Seems like a no-brainer to me. Horsemen require less technology and an easier-to-secure resource (generally speaking), cost the same, have a higher strength, and move twice as fast as swordsmen. They can move after combat, and their only penalty (and it's not insignificant) is that they don't gain defensive bonuses and have a hard time with spearmen.
2. Longswordsman vs. Knight
The Knight requires 2961 beakers of science to unlock. By the time you get steel, you should have some iron and horses to spare. A single knight costs 225 hammers, one horse, and one iron, and has a strength of 18, moves 3, suffers from 'no defensive bonuses' but gains 'move after combat'.
The Longswordsman requires 1424 beakers of science to unlock. By the time you get steel, you should have some iron to spare. A single longswordsman costs 225 hammers and one iron, and has a strength of 18, moves 2, and can gain defensive bonuses.
Here the two seem more balanced. Longswordsmen are potentially available much earlier than Knights, cost the same, and require less resources (1 iron, 0 horses). They gain defensive bonuses. Knights (generally) come later, require an additional resource, and trade defensive bonuses and effectiveness vs. Pikes for a single movement point and the ability to move after combat. The Knight is only going to really shine if you can make the most of that movement point- otherwise, he's a longswordsman who has a penalty to defense and gets hung up on pikemen. They seem to be pretty well balanced; they fill a similar role but each has their own perks to distinguish them.
3. Rifleman vs. Cavalry
In a bit less detail here because I'm rapidly losing interest in the subject...
They both come two techs after gunpowder, but down different trees. The Cavalry requires economics, whereas the Rifleman is a direct descendant of Gunpowder. Tech costs are likely similar, the Rifleman would be a bit easier to 'rush' than the Cavalry unless you already have Economics. Cavalry require horses, Riflemen have no requirements. Cavalry cost 390 vs the Rifleman's 300, Cavalry move 3 vs. the Rifleman's 2, both are Strength 25 and the Cavalry cannot gain defensive bonuses but can shoot and scoot thanks to their 'move after combat' ability. Once again, it's a pretty close call. Cavalry have an advantage against cannons due to their mobility, but are countered by Lancers- countered hard if their caught on the defensive by their swifter nemesis. They seem pretty well balanced, each having their own uses.
My Question
Why does the horseman move 4, when later cavalry (except the Lancer) moves 3?
Why does the horseman have a +1 strength, in comparison to the infantry of the era?
Am I the only one who finds Horsemen to be a bit overpowered for their time (or, for that matter, swordsmen underpowered?
Is it because the spearman is a better counter to the horseman (14 vs 12) than the Pikeman is to the knight (20 vs 18)? The Cavalry's penalty vs. mounted (aka lancer) is not listed, and I'm too lazy to open the XML and search, but personal experience tells me that attacking Lancers slaughter defending cavalry, and attacking cavalry struggle against defending Lancers... but I'm quite uncertain in this, since the AI doesn't like to build Lancers.
Anyway, what are your thoughts?
I understand no unit operates in a vacuum, that horsemen in general have an advantage vs. ranged units and a disadvantage vs. spears/pikes, etc. Muskets aren't in the upgrade path and don't have a clear cavalry analogue, so were omitted. But still, some interesting trends (and deviations from the trend) are readily apparent:
1. Swordsman vs. Horseman
The Horseman requires 285 beakers of science to unlock. Horses become visible and harvestable about halfway in; this in combination with their abundance means that strategic resources are not a major inhibiting factor for the Horseman. A single horseman costs 120 hammers and one horse, and has a Strength of 12, moves 4, and has 'no defensive bonuses' and 'move after combat.'
The Swordsman requires 359 beakers of science to unlock. Iron becomes visible and harvestable at the very end, meaning that after all that research, you still (likely) need to found a city and then build a mine to get these guys on the field. A single swordsman costs 120 hammers and one iron, and has a strength of 11, moves 2, and can gain defensive bonuses.
Seems like a no-brainer to me. Horsemen require less technology and an easier-to-secure resource (generally speaking), cost the same, have a higher strength, and move twice as fast as swordsmen. They can move after combat, and their only penalty (and it's not insignificant) is that they don't gain defensive bonuses and have a hard time with spearmen.
2. Longswordsman vs. Knight
The Knight requires 2961 beakers of science to unlock. By the time you get steel, you should have some iron and horses to spare. A single knight costs 225 hammers, one horse, and one iron, and has a strength of 18, moves 3, suffers from 'no defensive bonuses' but gains 'move after combat'.
The Longswordsman requires 1424 beakers of science to unlock. By the time you get steel, you should have some iron to spare. A single longswordsman costs 225 hammers and one iron, and has a strength of 18, moves 2, and can gain defensive bonuses.
Here the two seem more balanced. Longswordsmen are potentially available much earlier than Knights, cost the same, and require less resources (1 iron, 0 horses). They gain defensive bonuses. Knights (generally) come later, require an additional resource, and trade defensive bonuses and effectiveness vs. Pikes for a single movement point and the ability to move after combat. The Knight is only going to really shine if you can make the most of that movement point- otherwise, he's a longswordsman who has a penalty to defense and gets hung up on pikemen. They seem to be pretty well balanced; they fill a similar role but each has their own perks to distinguish them.
3. Rifleman vs. Cavalry
In a bit less detail here because I'm rapidly losing interest in the subject...
They both come two techs after gunpowder, but down different trees. The Cavalry requires economics, whereas the Rifleman is a direct descendant of Gunpowder. Tech costs are likely similar, the Rifleman would be a bit easier to 'rush' than the Cavalry unless you already have Economics. Cavalry require horses, Riflemen have no requirements. Cavalry cost 390 vs the Rifleman's 300, Cavalry move 3 vs. the Rifleman's 2, both are Strength 25 and the Cavalry cannot gain defensive bonuses but can shoot and scoot thanks to their 'move after combat' ability. Once again, it's a pretty close call. Cavalry have an advantage against cannons due to their mobility, but are countered by Lancers- countered hard if their caught on the defensive by their swifter nemesis. They seem pretty well balanced, each having their own uses.
My Question
Why does the horseman move 4, when later cavalry (except the Lancer) moves 3?
Why does the horseman have a +1 strength, in comparison to the infantry of the era?
Am I the only one who finds Horsemen to be a bit overpowered for their time (or, for that matter, swordsmen underpowered?
Is it because the spearman is a better counter to the horseman (14 vs 12) than the Pikeman is to the knight (20 vs 18)? The Cavalry's penalty vs. mounted (aka lancer) is not listed, and I'm too lazy to open the XML and search, but personal experience tells me that attacking Lancers slaughter defending cavalry, and attacking cavalry struggle against defending Lancers... but I'm quite uncertain in this, since the AI doesn't like to build Lancers.
Anyway, what are your thoughts?