God, just stop with the excuses people. An archery unit is not going to survive combat with a regimented rifle unit. That's ludicrous and you're making yourselves sound like apologists.
Nah, that's BS. In history, whenever well-formed, well-led firearms meet archers, archers die.
As far as the Zulu War, 15,000 British crushed 35,000 Zulus, losing about 2,000 casualties to about....wait for it...over 10,000 Zulus casualties. http://en.wikipedia.org/wiki/Anglo-Zulu_War
You are remebering the battle of Isandhlwana, where a column of something like 1200 British and African auxiliaries were caught with their pants down and slaughtered by 20,000 or so Zulus. But even in this battle, more than twice their number of Zulus fell.
At Rorke's Drift, less than 200 determined, fortified British troops held off thousands of Zulus, causing about a thousand casualties until the Zulus gave up and left.
There is something to your point, it's just your example that's bad...for much of the transition period between muskets and bows, bows were the tactical superior, but it takes a hell of a lot longer to train an archer to hit a target at 200m than to train a bunch of peasants to line up and pull the trigger. Plus you have the emotional factors of noise, gaping wounds, etc that count for more than you might think.
Tough to model this in game, I agree. Best way might be to minimize crossbows impact on at least riflemen and up. (Musketeers can suck it up.)
It's abstraction, people. Those things are "melee" because compared to their contemporaries, they had significantly shorter range. If things were to scale up properly, you'd basically see only artillery late game because it'd outrange everything by SOOOOOOO much there'd be no reason to get anything else. (WW2 era artillery shoots at, what? 10, 20 tiles if archers get a 1 tile space? Modern artillery would be like 100 tiles?)
Or make archery units upgrade to cannons or something. Or just make a "fast cannon" style unit that archers upgrade into. Some kind of light mortar with no setup time.They gotta release a ranged gunpowder unit in a patch.
I don't care if it's realistic as long as it plays well. Musketmen feel strong and cheap to me and you can get them really early. Why would they make them dominate any civ that is a little behind?
How's this for an idea?
Give gunpowder infantry units Return Fire ability. They would still have no ranged ability of their own, but when fired upon by a ranged unit would return fire. Give muskets range 1 for this ability and range 2 for rifles. Give modern artillery (cannon and better) immunity from counter attacks.
Well, the Longbow range of 3 really needs to go in favor of some other bonus, but separate issue, I guess. Under this idea, artillery would be immune to counter by units of the same or previous era.Still problematic;
Tanks and infanty still outrange cannons. Longowmen have a range of 3, yet tanks and infanty outrange them by even more. Therefore, you'd have tank and I gantry having a counter range of 3 hexes, which would make them able to counter long ranged modern artillery, which is NOT realistic.
I'm ok with 18th century line infantry having less range than longbowmen. But modern infantry and tanks? That's beyond suspension of disbelief.
WTF?
Problem:
1. What if infantry and archers coexist in a civ game? Your idea is that the combat ranges scale up abstractly, but what if units from 2 eras coexist?
2. Why do 18th century cannon units outrange tanks that have longer barrels, more advanced ballistics design and better targeting systems? Neither can indirect fire that well?
3. Why do longbowmen outrange modern artillery?
4. Gameplay wise an archer could outrange and fire a at a tank from across a mountain and eventually destroy it.
5. How do longbowmen fire at jet fighters?