The premise of this mod is that weaker units should be unlocked earlier and should be cheaper to produce.
Anti-Cavalry are weaker than Melee. Assuming you have the required strategic resources, there is no reason to produce Anti-cavalry because Melee units are superior.
Also, what's the use of Anti-cavalry if they are unlocked after Cavalry?
This mod gives players an incentive to produce Anti-cavalry by making them more accessible.
Features:
1. Anti-Cavalry and Melee switch places in the tech tree such that Anti-cavalry are unlocked earlier.
- Switched Pikeman (Impi) and Man-at-Arms in the tech tree.
- Switched Pike & Shot (Carolean) and Musketman (Conquistador, Janissary) in the tech tree.
- Switched AT Crew and Infantry (Digger) in the tech tree.
2. Anti-Cavalry are cheaper than Melee
- Pikeman cost reduced from 180 to 150.
- Pike & Shot cost reduced from 250 to 220.
3. Bug fix. Removed erroneous Ranged tag from Persia's Immortal.
Anti-Cavalry are weaker than Melee. Assuming you have the required strategic resources, there is no reason to produce Anti-cavalry because Melee units are superior.
Also, what's the use of Anti-cavalry if they are unlocked after Cavalry?
This mod gives players an incentive to produce Anti-cavalry by making them more accessible.
Features:
1. Anti-Cavalry and Melee switch places in the tech tree such that Anti-cavalry are unlocked earlier.
- Switched Pikeman (Impi) and Man-at-Arms in the tech tree.
- Switched Pike & Shot (Carolean) and Musketman (Conquistador, Janissary) in the tech tree.
- Switched AT Crew and Infantry (Digger) in the tech tree.
2. Anti-Cavalry are cheaper than Melee
- Pikeman cost reduced from 180 to 150.
- Pike & Shot cost reduced from 250 to 220.
3. Bug fix. Removed erroneous Ranged tag from Persia's Immortal.