So far, I find the bombarding using these weak little units to be fun. (Note that I can easily build a large army of them which greatly increases their power.) The original American Bowmen were also very good (with the 2 atk). So far, I have been attacked by no bombarding units from the enemy. Either way, they're fun.
I think it's more interesting with weak bombarding units, as I can play with ROF to make more difference between the units.
I simply wanted to try them again.
Ok, but don't forget every change has to be made to hundreds of units, so it's a huge work.
When I played my last few games, my opponents (and me) all had huge colossal armies. The reason the armies got so large was due:
1. Mines are fantastic on hills and forests. Mined forests are pure gold. In fact, I'm thinking this would be better for the resources: Mine on a forest gives +1 resource. Mine on a hill gives +3 resources. Mine on a mountain gives +3 resources. Or you can also make forests unmineable.
The idea was that if you exploit the forest, it can yield good profit. So perhaps it would be better to have forest = 1 resource, +2 if mined, than 2 resources, +1 if mined. Consider mine as lumberjack then.
Or simply 1 resource, +1 if mined. So you could see interest in cutting the forest down...
I could also make it 1 resource, no bonus with mine, but increase the resource boost when a forest is cut down. To simulate what many countries did: cut their trees down.
3. Given the resources that are easily attainable, the unit costs are all relatively low. This means that many cities can produce a cost=40 unit in 1 turn, easily.
I think I need to explain the idea behind the original concept.
I don't see why you need 5 turns, i.e. 100 years, to create a spearman unit.
I always found it ridiculous.
So what I wanted to do was to allow creating an army quickly, with units buildable in 1-2 turns, but using population, and with a high maintenance.
So you would need to prepare for war when your population allows it, create an "average" army that you can afford. Then, when you go to war, if you create a bigger army:
1- The population cost drains your economy
2- You may have to switch to wealth production to pay for your maintenance
When the war is over, you send your soldiers back to home (ie join city), or occupy the ennemy city (join city again, but with population of your civ).
However, it seems the AI doesn't handle the concept properly, and build a big army regardless of the maintenance cost or the effect on population.
So... I think I should increase the cost a bit. +50%? +100%?
If that's what you want, that's fine with me. Your early ships didn't require population in the first place. I've wondered why the costs for ships was so low, though.
Aircraft carrier crew: thousand
Galley crew: dozen
And see above about building units quickly
Really. I thought it was possible to change the keystroke.
Perhaps, but I don't know how, I never did that.