People constantly complain about ranged being overpowered but the reality is that ranged doesnt have the disadvantages that it should.
I am going to use total war as how to approach this problem.
Cavalry does extra damage vs ranged.
Since they completely lack weapons to deal with them.
Pikes do extra damage to Cavalry as currently in the game.
Simple. Big spears > large horses
melee Infantry do extra damage to spears.
Melee infantry do extra damage to spears and ranged.
siege does extra damage to spears.
Tight formations = large casualties. All siege from trebuchet onward have 3 range.
ranged does extra damage to cavalry and melee infantry. 1/4th damage to cities.
Now defensive affixes
new traits for types.
Melee infantry no longer receive retaliation attacks from siege or units at a lower tile. melee infantry also take half damage from city defenses when attacking.
Spears now receive 50% less damage for every consecutive attack of the same type.
example being 2 volleys of arrows. First one would do bonus damage due to arrow passive but second would do less then normal and any further shots that turn would almost do nothing.
Reasoning for this change is all spear formations throughout history had heavier armor then most and tools to avoid light arrows. Once they got hit by arrows, they would tighten up and raise shields.
cavalry now only receives relation from spears. Their attacks are to fast. movement range is decreased by 1.
Simple logic. Cavalry are too fast to counter react in melee unless you have a wall of spikes.
Archers now receive 1 extra range on higher tiles but lose 50% of the damage if firing on that third tile range. They also do 150% damage in melee.
Ranged usually loses effective killing power the further away they are. Especially when lobbing them way past their normal maximum range. Additionally, melee arrows will penetrate even the best armor, destroying anything it hits.
Siege now has no retaliation vs any units.
Siege is notoriously bad at reloading or moving. Thus anything attacking them in melee will reach them before they can even fire. But with that being said, siege now has more range much earlier and indirect fire.
This is how I would change the mechanics of the game. Feel free to comment, ridicule, or praise.
I am going to use total war as how to approach this problem.
Cavalry does extra damage vs ranged.
Since they completely lack weapons to deal with them.
Pikes do extra damage to Cavalry as currently in the game.
Simple. Big spears > large horses
melee Infantry do extra damage to spears.
Melee infantry do extra damage to spears and ranged.
siege does extra damage to spears.
Tight formations = large casualties. All siege from trebuchet onward have 3 range.
ranged does extra damage to cavalry and melee infantry. 1/4th damage to cities.
Now defensive affixes
new traits for types.
Melee infantry no longer receive retaliation attacks from siege or units at a lower tile. melee infantry also take half damage from city defenses when attacking.
Spears now receive 50% less damage for every consecutive attack of the same type.
example being 2 volleys of arrows. First one would do bonus damage due to arrow passive but second would do less then normal and any further shots that turn would almost do nothing.
Reasoning for this change is all spear formations throughout history had heavier armor then most and tools to avoid light arrows. Once they got hit by arrows, they would tighten up and raise shields.
cavalry now only receives relation from spears. Their attacks are to fast. movement range is decreased by 1.
Simple logic. Cavalry are too fast to counter react in melee unless you have a wall of spikes.
Archers now receive 1 extra range on higher tiles but lose 50% of the damage if firing on that third tile range. They also do 150% damage in melee.
Ranged usually loses effective killing power the further away they are. Especially when lobbing them way past their normal maximum range. Additionally, melee arrows will penetrate even the best armor, destroying anything it hits.
Siege now has no retaliation vs any units.
Siege is notoriously bad at reloading or moving. Thus anything attacking them in melee will reach them before they can even fire. But with that being said, siege now has more range much earlier and indirect fire.
This is how I would change the mechanics of the game. Feel free to comment, ridicule, or praise.