Thalassicus
Bytes and Nibblers
Do you think Knights should be light & fast (as in G&K), or slower & stronger (like in vanilla)?
Armoured cavalry, in which both soldier and steed are clad in complete armour, were employed since late Han Dynasty, and became widespread in the 4th century A.D., where it was the main power of the armies of the northern dynasties of China, 4th century to 6th century.
Muslim military advances in Sub-Saharan Africa relied heavily on armoured cavalry, playing a similar role to that in Medieval Europe.
I suggest everyone play Byzantium and try out the Cataphracts, so that is the slower/stronger knights Thal is talking about.
Having done so, I will take quicker and weaker any day of the week, the extra speed is way better.
Knights represent any heavy cavalry unit, not just full plate high gothic lance guys. Tactical mobility of even heavy cavalry is important.Knights were never a very mobile striking force.
Good. Horsemen are useful. 3 moves just isn't enough mobility to make knights that different from infantry units; move after attack is much more valuable on a 4-move than a 3-move. And we already have 3 move vanguards, so it is even more important that mounted units are 4 moves to make sure they have a unique role.Currently knights are more like re-skinned horsemen with higher strength.
The key aspect of keshiks and camel archers is that they are ranged, not that they are more mobile.Also we already have mobile variants of knights like Keshliks
Uhh, yeah, war is most of what military units do in this game.You are all thinking stictly military here.
I don't find this to be a very important part of the game once you get to the medieval era and have knights.The problem with 4 move units is that during peace time they are way too powerfull as far as being able to scout vast distances, take out camps and find those wandering barb workers etc.
Why?An army should move at one pace.
That sounds like a really not-fun game.Ultimately to me... there should be a 1 hex off road move for all non motorized units and only non-attacking scouts could move more.
That is why they have +1 move & move after attack compared to infantry. Heavy cavalry is supposed to be heavy, shock cavalry. Also u may allow knights to get +1 move promo then if that is too much of a problem.Knights represent any heavy cavalry unit, not just full plate high gothic lance guys. Tactical mobility of even heavy cavalry is important.
Good. Horsemen are useful. 3 moves just isn't enough mobility to make knights that different from infantry units; move after attack is much more valuable on a 4-move than a 3-move. And we already have 3 move vanguards, so it is even more important that mounted units are 4 moves to make sure they have a unique role.
My main gripe about 4 moves knight is that it sounds too gamey & unrealistic. We have better ways to make them more useful. Giving 4 moves just sounds like a cheap way-around of increasing their usefulness. That doesn't go well with the rest of the philosophy of the mod.G&K specifically changed knights from 3 to 4 moves, and this increased their value significantly. I don't think we should overturn vanilla changes unless we have a strong reason to.
What makes Keshliks superior is mobility+ranged.The key aspect of keshiks and camel archers is that they are ranged, not that they are more mobile.