redrum68
Prince
- Joined
- Jun 3, 2013
- Messages
- 546
Motivation
Certain units are a bit too weak or too strong early game. For the most part, the core of your army progression is Archer/Spear -> Composite Bow -> Knight -> Crossbow -> Musketman/Lancer with a few Siege units to help capture cities and a few Skirmisher units for flanking bonuses. Most of the other units are only used if you have a UU for them or a specific situation. The weakest unit is probably Pikeman which needs a bit more adjustment and there are separate proposals addressing it so this will focus on the rest of the early game units.
Core principles should be that strategic resource units are a bit stronger than non-strategic resource units and each unit line should have a distinct role. You can make a decent army with no strategic resources but the mounted and sword lines should be a bit stronger.
The other combat related piece that needs adjusted a bit is the stable production bonus for mounted units as +33% production makes knights/lancers incredibly cheap to build compared to other unit lines.
I'm not sure if this is better broken up into smaller proposals around each unit and their UUs or better together as it presents a complete picture and reduces number of proposals. Maybe depends on feedback and if people agree with all of it vs individual pieces.
Proposal Summary
Certain units are a bit too weak or too strong early game. For the most part, the core of your army progression is Archer/Spear -> Composite Bow -> Knight -> Crossbow -> Musketman/Lancer with a few Siege units to help capture cities and a few Skirmisher units for flanking bonuses. Most of the other units are only used if you have a UU for them or a specific situation. The weakest unit is probably Pikeman which needs a bit more adjustment and there are separate proposals addressing it so this will focus on the rest of the early game units.
Core principles should be that strategic resource units are a bit stronger than non-strategic resource units and each unit line should have a distinct role. You can make a decent army with no strategic resources but the mounted and sword lines should be a bit stronger.
The other combat related piece that needs adjusted a bit is the stable production bonus for mounted units as +33% production makes knights/lancers incredibly cheap to build compared to other unit lines.
I'm not sure if this is better broken up into smaller proposals around each unit and their UUs or better together as it presents a complete picture and reduces number of proposals. Maybe depends on feedback and if people agree with all of it vs individual pieces.
Proposal Summary
- Stable
- Reduce Production for Mounted Units from 33% to 25% (small indirect nerf to Knights/Lancers though not sure this is enough but its a start)
- Ducal Stable Production for Mounted Units reduced from 50% to 40%
- Homestead no changes
- Horseman
- CS increased from 13 to 14 (too weak compared to spears especially since warriors upgrade into them and too large a CS difference between them and Knights)
- Tarkhan CS increased from 14 to 15
- Swordsman
- CS increased from 16 to 17 (a bit too weak for a strategic resource unit especially since you can't upgrade into them so have to produce them)
- Mohawk Warrior no change
- Legion increase Pilum damage from 10 to 15
- Kris Swordsman CS increased from 16 to 17
- Composite Bowman
- CS decreased from 12 to 11 (should be a bit weaker to melee attacks so having a frontline is more important)
- Atlatlist CS decreased from 13 to 12
- Longswordsman
- CS increased from 22 to 23 (a bit too weak for a strategic resource unit especially compared to Knights)
- Samurai no change
- Jaguar no change
- Chewa CS increased from 24 to 25
- Inti Maceman no change
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