Yudishtira
Spiritual/Creative
Have always skipped Chariots, am I missing out?
If there's one with less than a 75% bonus against melee, I can't find it. So yeah, you are.
Have always skipped Chariots, am I missing out?
The Hittite Chariot is strength 4 and requires Bronze Working which also unlocks the real str 6 Chariot. The UU should obviously be at least str 6, but even then I'm not sure it has any advantage over the generic unit.
It's probable that the Chariot was adjusted after the Hittite Chariot was made and left the Hittite version unadjusted. I kinda remember when this would've happened. Perhaps the Hittite Chariot should be much stronger, like 7.
I did a quick compare and the UU (once it has been corrected to str 6 of course) has some advantages over the generic unit. Strength 7 is the Egyptian War Chariot's gimmick...
Hittite Chariot is ultra cheap (25 ) compared to normal Chariot or Egyptian War Chariot (60 ).
Hittite Chariot and normal Chariot got 6 and Egyptian War Chariot - 7
Yea I was blind or something. Its 4 strenght.
6 will be ok.
And I think 5 should be for Archer Chariot and 4 or 5 for Horseman.
If no one has any objection I can up Hittite to str 6 and commit to SVN.
JosEPh
Why do you think the Horseman should be weaker? Because it's the same strength as the Chariot and comes so much earlier? I think it's fine - the Chariot has hefty bonus vs. melee doesn't it?
Because it completely outclasses everything, including early chariots, for a huge time frame. There is also absolutley zero evidence of horses being ridden in combat (or at least in large enough groups to justify a 'unit') until well after chariots. Actually when mounted fighters did show up they very rappidly replaced chariots.
'Outclasses everything' is at the nonsensical end of the exaggeration spectrum, elephant riders (base +50% vs. mounted) being the obvious counterexample. The other point being that all chariots as far as I can see have base +75% vs. melee (some I think have more), thus starting stronger than horsemen against this very common class of units.
Horseman
6 vs all units,
7,5 vs Throwing,
7,5 vs Archers,
7,5 vs Siege Engines,
0-1 First Strikes,
Immune to First Strike,
15% Widthrawn Chance,
-25% to attack in the Jungle, Swamp and in the Forest,
+25% to attack on the Plains, Grasslands and in the Desert terrain,
Flank Attack vs Catapaluts and Trebuchets,
Starting with Commando Promotion
<UnitCombatMods>
<UnitCombatMod>
<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
<iUnitCombatMod>25</iUnitCombatMod>
</UnitCombatMod>
</UnitCombatMods>
<UnitCombatMods>
<UnitCombatMod>
<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
<iUnitCombatMod>50</iUnitCombatMod>
</UnitCombatMod>
</UnitCombatMods>
<UnitCombatMods>
<UnitCombatMod>
<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
<iUnitCombatMod>50</iUnitCombatMod>
</UnitCombatMod>
</UnitCombatMods>
Again, all this would be easier done once fully charted out. All units need to be tech charted eventually so that we can clearly compare progressions in terms of all their strengths and weaknesses. I may be able to start looking at more basic land units like these in the next cycle more closely.