nzcamel
Nahtanoj the Magnificent
People complain that anti-cavalry units in Civ 6 aren't much good. I wonder if allowing their Zone Of Control apply to cavalry, would change that enough to be worth doing?
Personally I would just like to see Spearmen and Pikemen cost less in general so they could be more spammable.
The whole point is for them to dig their feet into the ground and form a wall of pointy sticks to defeat a charge.
But that’s exactly what cavalry does - it runs past and looks for a breach or a flank or a way to get behind to exploit and charge into a weak spot, and then rout the enemy or be off and far away before opposition can react. You want to defend against it, place enough spears. A long wall of spears between some natural obstacles or at least between your own cavalry.TBH this is why I think anticav should apply ZOC to cavalry units. It's harder for them to serve the purpose of a stubborn wall when cavalry can just run right past them, yknow?
AC suffer from a lot of things, but the mobility of cavalry probably isn’t one of them. AC are a defensive counter to cavalry.
If they were also an offensive counter, there would be no point in mounted units. The mounted units have a mobility advantage but they need to be careful not to end a turn next to any AC, lest they get shredded. So AC can “control the field” by limiting how cav can use mobility in the first place.
I just want to point out that there is no longer any case in the game where a unit of a given class is not more production efficient that the unit that came before it. Including uniques.I don't know why, but power/price drop significantly in the medieval age
Are you sure about that? Starting from the medieval era units, I do feel the price/power rise back. The only exception might be the Infantry. Here an irrelevant chart done with MSPaint with neither a context nor an explanation. Let's call it the "it is my feeling" chart:I just want to point out that there is no longer any case in the game where a unit of a given class is not more production efficient that the unit that came before it. Including uniques.
Keep in mind I am referring to unit upgrade lines, as in unlocking a new unit is always worthwhile to build them instead of the old one on a production basis. (On a gold basis this isn't necessarily true, and obviously is subject to strategic resource constraints.)But I would like to know more about your point of view.
Note that the "efficiency" is always greater than 1. What this number captures is the idea that if you sent out a large number of unit X and a large, production equivalent mob of unit Y, Y will win if the upgrade from x->y has an efficiency greater than 1.Okay, so, that's how unit strengths stack up. But these units also cost production, which certainly comes into play. Let's dig into that now.
I'm repeating what I did in this post . Read it to understand methodology. The gist is that given strength & cost, two units can be compared to determine how efficient an upgraded unit is over its precursor. The important point about strength is that in combat, +X strength means both +Y damage dealt and 1/Y less damage received. So strength confers advantages on two sides of the coin- hence a unit that had +17 strength does double damage and takes half, resulting in 4x the combat effectiveness. "+17 strength, you say? That's what an Army formation gets, but it only costs 3 units for the power of 4?!" Exactly- that's why Zulu is OP and military academies are extremely powerful production structures.
Anyways, let's go back into the land unit lines:
All unique units are compared to their predecessor, but in all cases except the khevsur, the next base unit is compared to the earlier base unit. E.g, tanks are compared to knights and not rough riders.