Armies

Why was the combat strength of the Spearman increased anyway? It's already powerful enough with the "vs mounted units" extra.
So that if you lack iron, then you don't loose the game. And also because previously spears were not cost-effective. 100% bonus against horses can be reduced to 75% though.

The Knights are fine as they are. They are powerful as a Longsword unit but uses otherwise unused Horses instead of Iron which is also needed for ships and siege weapons.
Give Knights the Open Terrain promotions and only use them there for flanking how cavalry was successfully used in history as well. 3 Moves are still enough to attack on the second turn and retreat to safety.

I'd rather do adjustments to production costs first if something seems unbalanced.
I am sorry but that is totally wrong & unhistorical. I am not talking about Hussars & Light Cavalry. Knights used to lead straight forward charges instead of flanking like other cavalry. That is why I want them to be stronger, more expensive & the unit whose proper use can completely change the situation.
 
I am sorry but that is totally wrong & unhistorical. I am not talking about Hussars & Light Cavalry. Knights used to lead straight forward charges instead of flanking like other cavalry. That is why I want them to be stronger, more expensive & the unit whose proper use can completely change the situation.

Regardless of whether any changes ought to be made, it's hard to argue with knights' elite status.
 
I am sorry but that is totally wrong & unhistorical. I am not talking about Hussars & Light Cavalry. Knights used to lead straight forward charges instead of flanking like other cavalry. That is why I want them to be stronger, more expensive & the unit whose proper use can completely change the situation.
No no, I meant how Knights should be effectively used like cavalry in history. Not how Knights were actually slaughtered in history.
 
No no, I meant how Knights should be effectively used like cavalry in history. Not how Knights were actually slaughtered in history.
Again Knights were not easily slaughtered. Their straight-forward charge was devastating enough to rout all except the elite infantry.
 
No need to get into a discussion over historical accuracy, the game's always been a significant abstraction after all. :)

Knights are relatively decent right now. They have the same tech cost to access as longswords (instead of double cost like in vanilla), move faster than swords, and can retreat after attacking. I also reduced their city penalty, and that penalty is easily swamped into insignificance by promotions. It doesn't even matter much if a unit is poor at attacking cities if siege units have already got the city down to 1 hp.
 
No need to get into a discussion over historical accuracy, the game's always been a significant abstraction after all. :)

Knights are relatively decent right now. They have the same tech cost to access as longswords (instead of double cost like in vanilla), move faster than swords, and can retreat after attacking. I also reduced their city penalty, and that penalty is easily swamped into insignificance by promotions. It doesn't even matter much if a unit is poor at attacking cities if siege units have already got the city down to 1 hp.

I recently used a knight to take a redlined French city with an amphibious attack, so I think they're effective enough!
 
Aye, they are also fast enough to get through the heavily wooded areas in my current game. I love to use them to block pesky setters of other Civs invading my territory. If they won't give up, I'm going to war and capture them.

The small city penalty is hardly noticeable if they have already gained some promotions. Better than no additonal attacker.
It's true that there are so many bonuses later that you can't read them all.
 
Thal, is it maybe possible to shift the combat result window a bit higher so you can see two additional bonus/penalty lines?
This window is already overlapping with the unit screen below. One bonus/penalty line is cut in half what looks rubbish.

Just a cosmetic suggestion.
 
Hi Thalassicus! As I can see you are experienced in combat mechanics. May be you can help me - I'm looking for an exactly formula of combat result. I mean, how both of combat strength parameters (attacker and defender) affect on decreasing of Hit Points quantity.
I've searched it on the forum, but unsuccessfully.
Is this formula common for Melee, Ranged and City Attacks? Or they have different calculating system.
All that I have researched:
1. This formula must have -1 Hit Point parameter, because Warrior or Archer can damage Giant Death Robot (as an example of very power full unit) with 1 Hit Point. So 10 Archers can kill GDR in 1 turn, regardless that he has 200+ combat strength (with bonuses) and Archer has 6-10 (with bonuses).
2. Is there random calculation? Sometimes final result of combat is far away from estimations, shown on left bottom corner.
3. Does it count who attacks first, and who attacks second after defending? And as a result defender has less Hit Points when he shoots back.

And also I would ask about the Wounded status - how much it affects combat strength? Is it sth like green=100%, yellow=75% and red=50%? Does it affect ranged combat too?

Thanks a lot, if you have this info and can share it!
 
Combat appears to be rather complicated, and someone has probably done research on the specifics but I haven't seen information about it. I don't really know how it works.
 
Combat appears to be rather complicated, and someone has probably done research on the specifics but I haven't seen information about it. I don't really know how it works.
Thanks for an answer! I'll continue to search. I need it very much for design in development process.
 
Now that I'm paying attention to the flag promotions, I've noticed that the AI civ and CS units have a staggering number of promotions early in the game. Even if every unit came from a city with a barracks and armory, there aren't enough barbs around to explain the rest of them. Is there an explanation for this?
 
I know that all of us have seen the AI do some dunderheaded things with range 2 units like Archers and Cannons in the past, and as I saw a Trebuchet slowly march around my Forts for reasons beyond the ken of mortal men, I was thinking about how the problem might be fixed. I don't make it to lategame often, but I've heard the AI does much better with range 3 units tactically.

Would it be a sensible change to rebalance some of the range 2 units to range 3 instead? Would it be beyond the scope of a balancing mod to introduce range 3 cannons, trebuchets, and maybe even archers, or would that be a useful "balancing" change to put the AI on a better tactical footing in the early game?
 
I know that all of us have seen the AI do some dunderheaded things with range 2 units like Archers and Cannons in the past, and as I saw a Trebuchet slowly march around my Forts for reasons beyond the ken of mortal men, I was thinking about how the problem might be fixed. I don't make it to lategame often, but I've heard the AI does much better with range 3 units tactically.

Would it be a sensible change to rebalance some of the range 2 units to range 3 instead? Would it be beyond the scope of a balancing mod to introduce range 3 cannons, trebuchets, and maybe even archers, or would that be a useful "balancing" change to put the AI on a better tactical footing in the early game?

This would put a premium on horses, turn melee troops into specialty units, and be disastrous for the AI in terms of defending its own cities. A human player would go heavy on the siege weapons protected by archers and horses, methodically redline a city, then take it with a single horse. Rinse and repeat.
 
@Txurce: I've noticed that with promotions, too.

I have mixed feelings about it, because of course it makes the game more competitive. But when a knight can't kill a scout in open terrain with one shot, I have to question the scale. Again, not so much because it's too hard (although in some circumstances it could be) but because it makes such little sense that the game quits being as immersive. I can neither plan ahead for how to kill that scout - it's funny just saying it - nor do I have much of a clue what it takes to kill some of these super-units. It's almost like learning a new game. I'm willing to do that, but wish that there was more sense of verisimilitude than in my knight/scout example.
 
There was some discussion a while back about giving the AI free XP at higher levels (instead of a flat combat bonus). I don't remember Thal mentioning it in patch notes, but I think it's been implemented. (I did a quick search but didn't find the post detailing it.)

Yes, that's what happened. It was actually in the Fewer Poor Policies thread.
 
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