Dancing Hoskuld
Deity
As Yudishtira says.
I see Warlords as like land-privateers. When you want to harass someone who you're not declaring war on, they are the strongest units for the job.
If you take away their HN, I presume that will mean they can't attack someone you're not at war with. That makes them rather dull 'generic hero' units. HN is all that makes them special - it is their raison d'etre. What reason do they have to exist without it?
Some tricksy programming might make that possible. But I've got a lot of that on the plate as it stands already so I'm resistant to looking in that direction for an answer.The downside of them is, that if you need to walk with your stack trough your friends territory, they will most likely kill them. And the AI uses them in stacks quite often, and won't split up the stack.
I think it would be great if your friends (or even vasalls!) stops attacking you with HN units -.-
And, I don't know if possible: Could you make the Warlords HN if they are alone or with other HN units, BUT if they are in a stack of units with nationality, then they would also have a natonality?
This way they could harass your enemies but also help you in wars without fear they will be killed on the way to the front.
@TB
We think of "false-flag operations" as being something new, but are they really? The Warlords are your medieval "black ops" guys, the ones that get told: "If you are caught, we will naturally deny all knowledge of you, and say 'Shocking the level to which some people will stoop in these desperate times, what?'"
They are the kick-ass "kill people and blow stuff up" wing of your espionage establishment.
I think there's a place for them (could you tell?). But of course they have to be HN.
My wife and I were talking about this subject last night of course. And on one hand I agree with you. But on the other, if we're to keep them I'd like to propose the following:
- They be renamed by replacing the term War, which has a connotation that indicates a troop leader under a flag in a national engagement - thus WAR - with the term 'Bandit'. Therefore they would be Banditlords.
I see no examples in history of the commanders of secretly state funded mercenary armies being required to be called warlords. The term is ambiguous and serves mostly to confuse us as to what the point of the unit actually is.Except that in real life they are called warlords. Which is why they have that name. Don't you love the ambiguity of English
Well, yes, the tag is easy enough to use. But there is little balance in having units in the game that should have to use it in the first place. Surely they could be far more expensive, both in build and maintenance and still would only be a start to balancing a unit that is currently 80% stronger and 400% cheaper to maintain than its closest comparable contemporary unit, the Bandit Footpad, which imo is pretty much the same thing and fills the same role. Even limiting a player to one super ultra powerful unit can imbalance the game when it cannot be defeated by even a horde of any other contemporary units. This guy can pretty much single-handedly win a war AND his nationality is hidden so he can go in and fight most of that war before a war even begins.If you have unlimited national units on then you should not get these units at all as they are way to OP if not limited. I can do that very easily in XML. This is one of the down sides of that option as it undoes all the balancing done before it was introduced.
I see no examples in history of the commanders of secretly state funded mercenary armies being required to be called warlords. The term is ambiguous and serves mostly to confuse us as to what the point of the unit actually is.
Well, yes, the tag is easy enough to use. But there is little balance in having units in the game that should have to use it in the first place. Surely they could be far more expensive, both in build and maintenance and still would only be a start to balancing a unit that is currently 80% stronger and 400% cheaper to maintain than its closest comparable contemporary unit, the Bandit Footpad, which imo is pretty much the same thing and fills the same role. Even limiting a player to one super ultra powerful unit can imbalance the game when it cannot be defeated by even a horde of any other contemporary units. This guy can pretty much single-handedly win a war AND his nationality is hidden so he can go in and fight most of that war before a war even begins.
I'm just saying that nations should really have to pay to maintain him to the point that it wouldn't even be necessary to place an arbitrary limitation on him - make him so darned expensive that if you have even 4 of them you're cutting deeply into your research - make him so heavy to build that he's basically a wonder in his own right.
Balancing on arbitrary limitations breaks the ability to suspend disbelief. The question becomes, What stops the nation from producing more? And the answer comes down to: because the Game God says so.
So basically they are like sanctioned insurgencies. I guess I can work with that from a categorical standpoint.Historically it was pretended that these acts were the work of "our gallant allies" who were dissidents in the other civ. Recently they have started being called warlords (mainly in Afghanistan), partly because of the growing opposition to their use. "Strongmen" is another term that is used to describe the ones who are so successful they get to be (puppet) rulers of that other nation eg. Saddam, Zia (& Musharraf), Noriega, Pinochet, the Duvaliers, Marcos, Chun Doo Hwan, Mubarak etc.
I suppose what I'm arguing is that units should be balanced without consideration for limitations, even if they are given a limit to keep them a 'flavor' unit that doesn't overwhelm the ratio of forces for a given civ.If you are arguing that there should be no limited national units, you may be right but that is a whole nother debate. Given that they do exist, and that the limits can be maintained on some even under the 'unlimited' game option, I agree with DH that that seems like the way to go.
I find a highly promoted melee specialist can generally take him out. If Archer Bombard is on that makes it considerably easier. Plus I always have a half-dozen heroes that pretty much have his measure. I don't know whether the AI can cope with him as well as I can. I dare say they most likely suicide a stack against him until he is dead. I personally find him too valuable (since he accumulates experience quite rapidly) to send to war by himself.
I have a thought regarding the Atlatalist.. or however you spell it.
60% chance of withdrawal is too high, and if you play with raging barbarians as I do, you wind up with hordes of unkillable atlatalists draining you to nothing and then killing your civ, losing hardly any of their own units in the process.
I just changed this value to 10% in my game, I'm about to load it and see if I like that better.
It also doesn't make sense that a unit could engage in combat against a superior unit and actually disengage 60% of the time while damaging the attacking unit. It gives the atlatal the best of all worlds. The freedom to fight and the freedom to retreat.
I can see retreating WITHOUT damaging the attacking unit 60% of the time. That would represent an all out retreat, running for the hills upon sighting a superior force. But fighting AND getting to retreat? That makes no sense to be at 6 times out of 10.
EDIT: I personally like the new value a lot better. The Atlatl is no longer an uber unit.
This suggests that somehow the archery bombard mission isn't ending the unit's turn as it should. Hmm... definitely a bug to look into there!The atlatlist isn't the only unit with superpowers.
I have discovered barbarian archers coming into my territory and obliterating nearby units with archery fire.
I wish I had a screenshot of this before I entered worldbuilder and deleted the barbarian archer, but I didn't think of it in time. EDIT: (I reloaded and took new screenshots.)
But one archer destroyed TWO archers I moved in place to protect the worker you see in the tile. The barbarian fired his shots, and destroyed my units, all in one turn. Yes, shots. He fired enough times in one turn to kill two units doing 7-9% damage per hit.
I played another turn following this one and arches in a barbarian city obliterated my attacking units in one turn. Talk about your superpowers!
This wasn't happening previously, but just started within the last several turns. It happened once before this, but I thought maybe I just missed something. Nope. Barbarian archers have gone all Conan on me.
EDIT: I tried to upload the save file, but it exceeded the size I'm allowed to upload.
Two important things
1 Please remove max demage on attack from camel archer it is simply annoying
2 Please add archery subcombat class to all mounted archery units.