Pazyryk
Deity
- Joined
- Jun 13, 2008
- Messages
- 3,584
Revisiting units. I'll use the space below to work out stats for alpha release.
The biggest change is that all non-siege ranged units are range 1. Archers basically act like G&K machine gunners, with combat strength similar to same-tier melee. This makes them fantastic for holding forts or rough terrain. Horse-mounted archers can move after attack, so these can get in, do ranged attack against adjacent plot, then get out. Only siege units and advanced naval ranged have range 2, and only these can get the "Extended Range" promotion (requires level 6).
Many units require 2 or even 3 resources. All wooden ships more advanced than Longships require the Timber resource (which can be gotten by sawmills with Milling or by chopping with Bronze Working).
You might think that production costs seem a bit high throughout. I'm "devaluing" p to make it more similar in value to g, c, s, etc. The basic theory is that you make a yield easier to obtain and/or go less far to lower its value ... or the opposite to increase its value.
For now I'm only listing the "base" lineup for Man. Sidhe is vary similar with some minor name variants (e.g., Flurries instead of Marksmen). Heldeofol will have more differences (e.g., +1 strength for infantry line) and subrace-specific units (e.g., Orc Infantry, Goblin Archers and Recon, etc.).
--Naval (All except Longships and Ironclads require Timber. *Oceangoing with Astronomy; **Oceangoing)--
--Melee Naval
Longships* (120p; 3m; 6; Sailing) -> Biremes* (180p; 3m; 9; Sailing)
-> Triremes (240p; 3m; 12; Sailing; Copper) -> Quinqueremes (300p; 3m; 15; Shipbuilding; Iron)
Caravels** (240p; 5m; 12, Ship Building & Astr.)
--Ranged Naval (all range 2 except Dromons which are range 1)
Dromons* (240p; 4m; 12/12; Ship Building; Naphtha) -> Carracks*(300p; 4m; 15/15; Ship Building; Iron, Blasting P.) -> Galleons** (360p; 4m; 18/18; Navigation; Iron, Blasting P.)
Ironclads* (360p; 4m coastal, 2m ocean; 18/18; Steam Power; Iron; Blasting P.)
--Recon (all have normal movement and are invisible beyond 1 tile; only Rangers get free terrain movement as a selectable promotion)--
Scouts (80p; 5; Hunting) -> Hunters (160p; 8; Tracking) -> Rangers (240p; 12; Animal Mastery; upgrade only from level 6)
--Melee (warrior-infantry-immortal line are all +30% city attack; arquebussmen are +30% vs. bronze- and iron-armored units)--
Warriors (140p; 7) -> Light Infantry (180p; 9; Bronze W.; Copper) -> Medium Inf. (240p; 12; Iron W.; Iron)
-> Heavy Inf. (300p; 15; Metal Casting; Iron) -> Immortals (420; 21; Mithril W.; Mithril)
Arquebussmen (360p; 18; Machinery; Iron, Blasting P.)
--Horse-mounted (can move after attack; all require horses)--
Chariots (160p; 7; 3m) -> Horsemen (200p; 9; 4m; H. Riding) -> Equites (260p; 12; 4m; War Horses)
Armored Cavalry (280p; 13; 3m; H. Riding; Iron) -> Cataphracts (340p; 16; W. Horses; Iron) -> Clibanarii (460p; 22; W. Horses; Mithril)
--Ranged (all range 1)--
Archers (180p; 8/8; Archery) -> Bowmen (260p; 12/12; Bowyers; Yew) -> Marksmen (360p; 17/17; Yew; upgrade from level 6 only)
\-> Crossbowmen (300p; 14/14; Machinery)
--Horse-mounted ranged (all 4m except Chariot Archers; all range 1 & can move after attack; all require horses)--
Chariot Archers (160p; 7; 3m Archery) -> Horse Archers (200p; 9/9; Horseback Riding & Archery)
-> Bowed Cavalry (260p; 12/12; H. Riding & Bowyers; Yew) -> Sagitarii (360p; 17/17; Yew; upgrade from level 6 only)
--Elephant-mounted (2m; all have both a melee and a ranged 1 attack, no move after attack; all require Elephant) --
Mounted Elephants (320p; 15/15; Mounted Eleph.) -> War Eleph. (380p; 18/18; War Eleph.) -> Mûmakil (500p; 24/24; Beast Breeding)
--Siege (+50% city attack except Ballistae and Great Bombarde; all must set up; "wooden" siege require Timber) --
Catapults (180p; 6/9; Mathematics) -> Trebuchets (240p; 9/12; Physics)
Fire Catapults (220p; 8/11; Mathematics; Naphtha) -> Fire Trebuchets (280p; 11/14; Physics; Naphtha)
-> Cannons (300p; 12/15; Metal Casting; Iron, Blasting P.)
Ballistae (200p; 8/10; +30% city attack; Archery)
Great Bombarde (300; 1m; 9/15; +100% city attack; Iron W.; Iron, Blasting P.)
--“Nonlinear” upgrades (these appear as alternate upgrade in UI)--
Galleys -> Triremes -> Dromons
Archers -> Horse Archers, Crossbowmen
Hunters -> Bowmen
Rangers -> Marksmen, Heavy Inf., Immortals, Cataphracts, Clibanarii (yes, very versatile)
Warriors, Light & Medium Inf. -> Arquebussmen
Horsemen -> Armored Cavalry
Equites -> Cataphracts, Clibanarii
Ballistae -> Trebuchets
Warrior, Light Inf. -> Immortals --bypasses need for Iron
The biggest change is that all non-siege ranged units are range 1. Archers basically act like G&K machine gunners, with combat strength similar to same-tier melee. This makes them fantastic for holding forts or rough terrain. Horse-mounted archers can move after attack, so these can get in, do ranged attack against adjacent plot, then get out. Only siege units and advanced naval ranged have range 2, and only these can get the "Extended Range" promotion (requires level 6).
Many units require 2 or even 3 resources. All wooden ships more advanced than Longships require the Timber resource (which can be gotten by sawmills with Milling or by chopping with Bronze Working).
You might think that production costs seem a bit high throughout. I'm "devaluing" p to make it more similar in value to g, c, s, etc. The basic theory is that you make a yield easier to obtain and/or go less far to lower its value ... or the opposite to increase its value.
For now I'm only listing the "base" lineup for Man. Sidhe is vary similar with some minor name variants (e.g., Flurries instead of Marksmen). Heldeofol will have more differences (e.g., +1 strength for infantry line) and subrace-specific units (e.g., Orc Infantry, Goblin Archers and Recon, etc.).
--Naval (All except Longships and Ironclads require Timber. *Oceangoing with Astronomy; **Oceangoing)--
--Melee Naval
Longships* (120p; 3m; 6; Sailing) -> Biremes* (180p; 3m; 9; Sailing)
-> Triremes (240p; 3m; 12; Sailing; Copper) -> Quinqueremes (300p; 3m; 15; Shipbuilding; Iron)
Caravels** (240p; 5m; 12, Ship Building & Astr.)
--Ranged Naval (all range 2 except Dromons which are range 1)
Dromons* (240p; 4m; 12/12; Ship Building; Naphtha) -> Carracks*(300p; 4m; 15/15; Ship Building; Iron, Blasting P.) -> Galleons** (360p; 4m; 18/18; Navigation; Iron, Blasting P.)
Ironclads* (360p; 4m coastal, 2m ocean; 18/18; Steam Power; Iron; Blasting P.)
--Recon (all have normal movement and are invisible beyond 1 tile; only Rangers get free terrain movement as a selectable promotion)--
Scouts (80p; 5; Hunting) -> Hunters (160p; 8; Tracking) -> Rangers (240p; 12; Animal Mastery; upgrade only from level 6)
--Melee (warrior-infantry-immortal line are all +30% city attack; arquebussmen are +30% vs. bronze- and iron-armored units)--
Warriors (140p; 7) -> Light Infantry (180p; 9; Bronze W.; Copper) -> Medium Inf. (240p; 12; Iron W.; Iron)
-> Heavy Inf. (300p; 15; Metal Casting; Iron) -> Immortals (420; 21; Mithril W.; Mithril)
Arquebussmen (360p; 18; Machinery; Iron, Blasting P.)
--Horse-mounted (can move after attack; all require horses)--
Chariots (160p; 7; 3m) -> Horsemen (200p; 9; 4m; H. Riding) -> Equites (260p; 12; 4m; War Horses)
Armored Cavalry (280p; 13; 3m; H. Riding; Iron) -> Cataphracts (340p; 16; W. Horses; Iron) -> Clibanarii (460p; 22; W. Horses; Mithril)
--Ranged (all range 1)--
Archers (180p; 8/8; Archery) -> Bowmen (260p; 12/12; Bowyers; Yew) -> Marksmen (360p; 17/17; Yew; upgrade from level 6 only)
\-> Crossbowmen (300p; 14/14; Machinery)
--Horse-mounted ranged (all 4m except Chariot Archers; all range 1 & can move after attack; all require horses)--
Chariot Archers (160p; 7; 3m Archery) -> Horse Archers (200p; 9/9; Horseback Riding & Archery)
-> Bowed Cavalry (260p; 12/12; H. Riding & Bowyers; Yew) -> Sagitarii (360p; 17/17; Yew; upgrade from level 6 only)
--Elephant-mounted (2m; all have both a melee and a ranged 1 attack, no move after attack; all require Elephant) --
Mounted Elephants (320p; 15/15; Mounted Eleph.) -> War Eleph. (380p; 18/18; War Eleph.) -> Mûmakil (500p; 24/24; Beast Breeding)
--Siege (+50% city attack except Ballistae and Great Bombarde; all must set up; "wooden" siege require Timber) --
Catapults (180p; 6/9; Mathematics) -> Trebuchets (240p; 9/12; Physics)
Fire Catapults (220p; 8/11; Mathematics; Naphtha) -> Fire Trebuchets (280p; 11/14; Physics; Naphtha)
-> Cannons (300p; 12/15; Metal Casting; Iron, Blasting P.)
Ballistae (200p; 8/10; +30% city attack; Archery)
Great Bombarde (300; 1m; 9/15; +100% city attack; Iron W.; Iron, Blasting P.)
--“Nonlinear” upgrades (these appear as alternate upgrade in UI)--
Galleys -> Triremes -> Dromons
Archers -> Horse Archers, Crossbowmen
Hunters -> Bowmen
Rangers -> Marksmen, Heavy Inf., Immortals, Cataphracts, Clibanarii (yes, very versatile)
Warriors, Light & Medium Inf. -> Arquebussmen
Horsemen -> Armored Cavalry
Equites -> Cataphracts, Clibanarii
Ballistae -> Trebuchets
Warrior, Light Inf. -> Immortals --bypasses need for Iron