@Sostratus Agree. I really hope FXS read your posts.
Filling in unit gaps is fine in principle, provided it’s well implemented. The current gaps do give different unit lines an ebb and flow. I’d like to keep that, but I don’t see filling gaps couldn’t work with that - you just have to be careful not to fill in every gap.
Overall, I don’t think unit rebalancing is this particularly complex problem. It’s more just ... fiddly. The basic design is solid, it’s just that a few things are off.
First, anti-cav need to be cheaper.
Second, anti-cav don’t really need to be stronger across the board (I think they’re actually designed to be a little weaker given they’re defensive and don’t need resources), but they maybe need to be situationally stronger. Like, their -10 defence v melee is only when they Attack or is ignored when fortified.
Third, anti-cav - and Seige Units - need to be better against ranged.
Fourth, Rams need to be either nerfed or got rid of.
Fifth, light Cav need to stop being good at taking cities - a -17 vs cities would work.
Sixth, Heavy Cav don’t need to be “nerfed” but they do need to be much harder to get. Building them should have a big opportunity costs - so if you build HC but your Attack is repelled your economy should lag as a result.
Seventh, and this is the most important, FXS should read all of
@Sostratus ’s posts and or hire him as a consultant. Come on FXS. He’s basically done all the hard work for you!
It’s fine if you can’t upgrade into Beserkers etc. But then they need to be worth the hassle of building them. On that, I’d like Beserkers to get +1 movement at sea, Samurai get +1 movement in all situations (so they’re more like cav), and Kveshur get bonuses for Forrests and Hills.
I think Hoplites also need a boost - they just don’t feel powerful enough for what they’re meant to represent.