The civilization series has always done many things well. The medieval period has never been one of those things. From the very beginning in civ1 the units appeared in odd, ahistorical orders with odd relative strength values, missing or anachronistic units, and general logical and historical flaws.
Civ 4 is of course no exception to this. The first units you get in the medieval era are generally longbows. In reality of course longbows didn't show up in wide use in real life until the hundred years war, generally recognized as the end of the middle ages and just prior to the introduction of gunpowder. Similarly pikemen are flash in the pan counter units when pikemen ruled the battlefield for centuries and were only phased out in the 1700s when musket technology developed to the point that pikes were less viable and the invention of the bayonette finally rendered having separate pike units pointless. In the thirty years war there were not knights in shining armor riding into battle next to musketeers as you might see in civ3 or 4, there were however huge pike formations.
In order to remedy this I've changed units as follows:
Aztec Jaguar -
Now replaces axemen, loses bonus to city raiding but gains bonus vs melee as normal axeman, costs 5 shields more than axemen but doesn't require iron. - this seemed to be just a much better fit for the jaguar unit than being a swordsman replacement for both flavor and balance purposes.
Pretorian- Strength decreased to 6, gains +10% attack vs cities, +25% attack vs archers. The roman legion consisted of well disciplined soldiers who were skilled in many forms of combat, especially against missile using enemies. They dominated the world around them during their prime. They were not however on a level with medeival pikemen or heavy infantry in terms of weapons, armor, or combat capability by any means. For balance purposes their overall strength has been reduced but their capacity to attack cities and combat archers has been increased.
Crossbowmen - Remain as is. Crossbowmen were among the first and last types of soldiers used in the middle ages. While often out of favor with the major powers, crossbows provided an easy way for a smaller power without access to large numbers of knights to equip peasents and yeomen with a weapon capable of causing significant damage.
Macemen - Now available at feudalism, require metal casting instead of machinery. Heavy infantry was among the first widespread type of unit used in the middle ages. As armor and weapon technology progressed units such as norse huskarls and similar units began to come into fashion. These well organized and equipped heavy infantry would be the mainstay of medieval armies until armor,weapon, and riding technology progressed to a level where fully armored knights were practical. This is reflected in game by introducing them along with crossbowmen as the gateway units to the middle ages.
Knights - Now availible with civil service. Require horseback riding, feudalism, metal casting. Mounted knights came to be the dominant military force in the high middle ages for a number of reasons. One was the introduction of the stirrip, chain mail, and the lance, which would make fighting in the saddle much more viable. Another was the feudal beurocracy which developed in Europe, allowing kings to reliably muster knights to fight wars and knights to have a reasonable expectation of payment for their services through land grants. In game this is reflected through making knights available at civil service and require feudalism.
Longbowmen - Now availible with civil service. The longbow was entirely a reaction to knights as the english kings and nobility realized that they simply could not put enough knights in the field as their french opponents in the hundred years war. The solution was to require farmers and peasants to train in the longbow from birth. As longbowmen were a direct response to knights, it only makes sense for them to become available at the same time.
Pikemen - Now available with guilds. Require metal casting. Strength changed to 8, price increased to 70, bonus vs cavalry reduced to 75%. It was the pikeman, not the knight, who was the champion of plutocracy at the end of the middle ages and it was the pikeman, not the knight, who would continue to fight on for centuries after the renaissance dawned. The increased strength means they can compete with musketeers and will be better at defending against mounted units than anything until riflemen come along and finally retire the last melee weapon.
Cannon - now availble with gunpowder. Require metal casting and engineering. Strength reduced to 8. The cannons rang over europe far earlier than did the musket, and to have them not be availible until destroyers is silly. Putting them at gunpowder removes the rather odd cavalry+catapults scenario present in the original game.
This is my first real mod, so feedback is welcome, I've tried very hard to keep things balanced making sure a defensive counter for a unit becomes availible with or soon after the unit keeping any one unit from running away with the game, but my playtesting has been limited so I'd appreciate comments on how things seem to work out. Ed - and of course I forgot to mention but all of the unique units should also follow the above progression, if I happened to miss any please let me know.
View attachment 103311
Edit: I've added the following changes for the reasons detailed in the thread:
Praetorians: bonus vs archers changed to bonus vs melee
Spearmen: Base strength = 5, bonus to cav = 50%
Axemen: Base strength = 4, bonus to melee = 85%
AI: Unit roles edited to match above.
At the advise of woodelf I'll stop changing things now until this has been playtested some
.
Civ 4 is of course no exception to this. The first units you get in the medieval era are generally longbows. In reality of course longbows didn't show up in wide use in real life until the hundred years war, generally recognized as the end of the middle ages and just prior to the introduction of gunpowder. Similarly pikemen are flash in the pan counter units when pikemen ruled the battlefield for centuries and were only phased out in the 1700s when musket technology developed to the point that pikes were less viable and the invention of the bayonette finally rendered having separate pike units pointless. In the thirty years war there were not knights in shining armor riding into battle next to musketeers as you might see in civ3 or 4, there were however huge pike formations.
In order to remedy this I've changed units as follows:
Aztec Jaguar -
Now replaces axemen, loses bonus to city raiding but gains bonus vs melee as normal axeman, costs 5 shields more than axemen but doesn't require iron. - this seemed to be just a much better fit for the jaguar unit than being a swordsman replacement for both flavor and balance purposes.
Pretorian- Strength decreased to 6, gains +10% attack vs cities, +25% attack vs archers. The roman legion consisted of well disciplined soldiers who were skilled in many forms of combat, especially against missile using enemies. They dominated the world around them during their prime. They were not however on a level with medeival pikemen or heavy infantry in terms of weapons, armor, or combat capability by any means. For balance purposes their overall strength has been reduced but their capacity to attack cities and combat archers has been increased.
Crossbowmen - Remain as is. Crossbowmen were among the first and last types of soldiers used in the middle ages. While often out of favor with the major powers, crossbows provided an easy way for a smaller power without access to large numbers of knights to equip peasents and yeomen with a weapon capable of causing significant damage.
Macemen - Now available at feudalism, require metal casting instead of machinery. Heavy infantry was among the first widespread type of unit used in the middle ages. As armor and weapon technology progressed units such as norse huskarls and similar units began to come into fashion. These well organized and equipped heavy infantry would be the mainstay of medieval armies until armor,weapon, and riding technology progressed to a level where fully armored knights were practical. This is reflected in game by introducing them along with crossbowmen as the gateway units to the middle ages.
Knights - Now availible with civil service. Require horseback riding, feudalism, metal casting. Mounted knights came to be the dominant military force in the high middle ages for a number of reasons. One was the introduction of the stirrip, chain mail, and the lance, which would make fighting in the saddle much more viable. Another was the feudal beurocracy which developed in Europe, allowing kings to reliably muster knights to fight wars and knights to have a reasonable expectation of payment for their services through land grants. In game this is reflected through making knights available at civil service and require feudalism.
Longbowmen - Now availible with civil service. The longbow was entirely a reaction to knights as the english kings and nobility realized that they simply could not put enough knights in the field as their french opponents in the hundred years war. The solution was to require farmers and peasants to train in the longbow from birth. As longbowmen were a direct response to knights, it only makes sense for them to become available at the same time.
Pikemen - Now available with guilds. Require metal casting. Strength changed to 8, price increased to 70, bonus vs cavalry reduced to 75%. It was the pikeman, not the knight, who was the champion of plutocracy at the end of the middle ages and it was the pikeman, not the knight, who would continue to fight on for centuries after the renaissance dawned. The increased strength means they can compete with musketeers and will be better at defending against mounted units than anything until riflemen come along and finally retire the last melee weapon.
Cannon - now availble with gunpowder. Require metal casting and engineering. Strength reduced to 8. The cannons rang over europe far earlier than did the musket, and to have them not be availible until destroyers is silly. Putting them at gunpowder removes the rather odd cavalry+catapults scenario present in the original game.
This is my first real mod, so feedback is welcome, I've tried very hard to keep things balanced making sure a defensive counter for a unit becomes availible with or soon after the unit keeping any one unit from running away with the game, but my playtesting has been limited so I'd appreciate comments on how things seem to work out. Ed - and of course I forgot to mention but all of the unique units should also follow the above progression, if I happened to miss any please let me know.
View attachment 103311
Edit: I've added the following changes for the reasons detailed in the thread:
Praetorians: bonus vs archers changed to bonus vs melee
Spearmen: Base strength = 5, bonus to cav = 50%
Axemen: Base strength = 4, bonus to melee = 85%
AI: Unit roles edited to match above.
At the advise of woodelf I'll stop changing things now until this has been playtested some
