(8-WD) England: Adjusted Longbowmen

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Stalker0

Baller Magnus
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Current OG proposal for England

Spoiler :

UM - Longbowman (replaces Crossbowman):
Unlocked at Machinery
180 :c5production: Production Cost

16 :c5strength: CS, 19 :c5rangedstrength: RCS
2 Range (3 with Range promotion)
2 :c5moves:movement
"Range"
"Assize of Arms"
(20% :c5rangedstrength: RCS/CS vs Mounted and Armored Units)

UW - Steam Mill (replaces factory):
Available at Steam Power
1000:c5production: Production cost
6 :c5gold:maintenance
Does not require Coal

+1:c5production: Production for every 2 :c5citizen:population
+2:c5production: to all Steam Mills on Empire
+4 :c5production:Production to nearby Manufactories
+3 :c5production:Production to nearby Coal
10% of building :c5production:production is converted into :c5greatperson:Great Engineer Points on completion of any building from Industrial era or later

2 Engineer specialist slots
2 Specialists in this city do not generate :c5unhappy: unhappiness from urbanization


New Longbowmen Proposal

UM - Longbowman (replaces Crossbowman):
Unlocked at Machinery
180 :c5production: Production Cost

16 :c5strength: CS, 19 :c5rangedstrength: RCS
2 :c5moves:movement

(CHANGED) Fortified Volley: +1 range when attacking from an owned city, fort, or citadel
"Assize of Arms"
(20% :c5rangedstrength: RCS/CS vs Mounted and Armored Units)

Rationale:
A straight up 3 range unit in medieval era is just not balanceable. We have been down that road several times now, and have made all sorts of attempts, and it has always failed. An army of range 3 units will decimate every other army, it is a auto win button.

However, the attempt here is to still allow the greater range but in a more controlled context. By only allowing it in fortified structures such as cities, forts, and citadels it makes this more of a defensive power, rather than one where you can just push your army into another's and decimate them with endless ranged attacks. Now you can only do that with a handful of specialty units, which tones down the power. It also creates a focus for england on building forts and citadels....which highlights the "castle building" era of English history.

On the flip side, this unit gets +20% RCS back (as it no longer has the range promotion -20% penalty), so its offensively stronger than the OG longbow.
 
This sounds really heavy on processing. Adding/removing range based on an improvement check whenever the unit moves is hefty.

Also, wouldn’t this stack with range, so you could get 4 range longbows? Doesn’t this kind of make the problem worse in certain situations?
 
This sounds really heavy on processing. Adding/removing range based on an improvement check whenever the unit moves is hefty.

Also, wouldn’t this stack with range, so you could get 4 range longbows?
Is it any heavier than every check that has to be run based on what terrain the unit stands on, and what unit you are about to attack? (honest question I don't know). I could make that it has to start its turn in that area if that would relieve some of the processing burden.

It would be possible to get range 4 from a city, citadel, or fort with a tier iv promotion yes.
 
Is it any heavier than every check that has to be run based on what terrain the unit stands on, and what unit you are about to attack?
Comparable to that, yes. But those checks are relevant for every unit, and this is an entire parallel check on that level of intensity for a single promotion on a single unit. The cost-benefit is not there.
 
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Comparable to that, yes. But those checks are relevant for every unit, and this is an entire parallel check on that level of intensity for a single promotion on a single unit. The cost-benefit is not there.
The main issue is that I think this would be invisible to the AI. Until this promotion, the AI knows the range of all of its units before it starts simulating where to put them. To integrate the promotion, the AI would now it need to figure out which of its units have this promotion, and then check to see which tiles that unit can move to, then see which tiles increase its range. @ilteroi would have to chime in to see how big of an issue this would end up being.
 
It makes sense to restrict the extra range like this, but I agree with the other two that it's not worth it from an AI standpoint.
 
I like the idea, dont know about the feasability so will leave that to others. Imo it would have to not stack with the normal range promotion so they dont get 4 range, that would be too absurdly good.
 
I could make that it has to start its turn in that area if that would relieve some of the processing burden.
It's more AI-friendly this way, but it also makes it possible to move out from the fort and still attack with +1 range.
 
I'm going to withdraw this one since the mechanism is too rough and complex for implementation.
 
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