SlightlyMad
Prince
Yeah, there's certainly things that could be tried, but I'd put them way lower in priority than just about anything else.
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.Why was the combat strength of the Spearman increased anyway? It's already powerful enough with the "vs mounted units" extra.
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.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.
No no, I meant how Knights should be effectively used like cavalry in history. Not how Knights were actually slaughtered in history.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.
Again Knights were not easily slaughtered. Their straight-forward charge was devastating enough to rout all except the elite infantry.No no, I meant how Knights should be effectively used like cavalry in history. Not how Knights were actually slaughtered in history.
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.
Thanks for an answer! I'll continue to search. I need it very much for design in development process.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.
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?
@Txurce: I've noticed that with promotions, too.
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.)