irishhombre
King
I'm playing SVN, it's no so bad until they can build thugs. After that mark it starts to get annoying, luckily they target the same improvement over and over so I just accept those improvements as sacrifices.
The SVN version should have some better sanity control over how many criminals and such are being deployed. There was a known bug in the release version if that's what you're playing, that was inviting an unvaried AI strategy that was even harmful to the AI in how overly dedicated they were to it. So is the overwhelming aspect of what you're experiencing coming through on an SVN game or release game? Might still need to diminish the strategy some, though it really CAN be figured out how to adapt to.
Swords are anti-archery units (though right NOW aren't specifically declared as such as they are mostly just a touch stronger than concurrent archery units and are given city attack, which is expected to be against archers and often archery units gain actual strength base from buildings when they are in a city ) as are throwing units and there's currently a gap in throwing units in Medieval that will also be solved. In the new review layout, swords WILL be specifically anti-archery units, which will help to directly counter them in the field and so on.TB: as long as ur re-doing the units, can we please have a unit with +archers before the Classical era, all that is there is the horseman and that's it.. and its only a +25 against a +50 city defense unit .. and even a 15.75 unit isn't enough to at least slow down the effects of that defense unit ..
thoughts/ideas???
archer pic show stats
unit pic shows units avail before classical era
Except WHY should they?Swords are anti-archery units (though right NOW aren't specifically declared as such as they are mostly just a touch stronger than concurrent archery units and are given city attack, which is expected to be against archers and often archery units gain actual strength base from buildings when they are in a city ) as are throwing units and there's currently a gap in throwing units in Medieval that will also be solved. In the new review layout, swords WILL be specifically anti-archery units, which will help to directly counter them in the field and so on.
Shields, rather high mobility (compared to e.g. Spearmen), and as soon as they have closed in the archers are history.Except WHY should they?
Swordsmen (not armored knights, mind you) actually DO NOT have any advantage over ranged shooters.
Sure, maybe having SHIELDS counts
In the field, but not inside the city walls.Shields, rather high mobility (compared to e.g. Spearmen), and as soon as they have closed in the archers are history.
Aside from that they are generally the primary units to use shields, are faster on their feet than many, and CAN use their blades to deflect incoming arrows, it's pretty much largely a matter of setting up a proper system of rock/paper/scissors/lizard/spock that's taking place in that portion of the game's strategic development that gives all units their specific specialized uses.Swordsmen (not armored knights, mind you) actually DO NOT have any advantage over ranged shooters
I merely said that it's incorrect to lump together the very different attack types of:Aside from that they are generally the primary units to use shields, are faster on their feet than many, and CAN use their blades to deflect incoming arrows, it's pretty much largely a matter of setting up a proper system of rock/paper/scissors/lizard/spock that's taking place in that portion of the game's strategic development that gives all units their specific specialized uses.
tmv had a good answer. And inside the city walls, few weapons are as useful in close quarters fighting as a sword that can be swung or stabbed depending on the needs of the situation (which is why they have always been good at city attack).
The basis of these counterbalance of unit type rules will be given the opportunity to be skewed in all sorts of fun ways with equipment mods but what is being established is a strategic assumable baseline. From there things will get weird if you want your units to be less presumptable.
This isn't the divide of concern in this matter. The divide of concern is Swords/Spears/Axes/Maces/Bows/Javelins/FireThrowers/LightMounted/HeavyMounted/MountedDismounttoFight etc...how things work in city defense/attack/field defense/attack also is a realm with its own blending into the previous subject.I merely said that it's incorrect to lump together the very different attack types of:
1. Strictly in the field.
2. Strictly in the city.
3. Assaulting the city.
Except WHY should they?
Swordsmen (not armored knights, mind you) actually DO NOT have any advantage over ranged shooters.
Sure, maybe having SHIELDS counts, but do they even have them at this point (it sure isn't reflected in the picture)?
In fact, are they even real swordsmen altogether, lol - their weapons look more like blunt clubs than sharp swords.
Well, in the picture, yeah.
Oh, and I play with static singular units without zooming (battle or field), so I'm not sure how the actual units look, I'm judging the ICON picture here, lol.
That's why I suggested implementing "fight conditions" as well, because in this particular case we have very different outcomes of swordsman-vs-archer, depending on WHERE exactly they meet.I agree, and swordsmen weren't the only ones with shields. Single handed axemen, spearmen, and Macedonian pikemen all used shields historically.
Also most armies in the past had very few actual swordsmen as dedicated infantry. Swords were expensive to make back then and were often reserved for the elite (commanders, noblemen, and generals). The only exception to this were societies that were able to levy vast amounts of taxes in order to equip every common soldier with a sword (A.K.A. the Roman Empire).
There is also no precedent to suggest that a sword would do any better against an archer than any other melee weapon. Especially since a sword has a shorter reach than a spear (the most common weapon used by the common soldier throughout history). If anything another ranged weapon would (like another archer or crossbowman), or something that can destroy the fortification they are standing on (traditional artillery like catapults or trebuchets).
You must be doing something very wrong in game....i believe this is waaaay too many turns , especially on a "normal" game span????
what r commerce buildings?? all the indicator(s) for it r not there? when building buildings?You must be doing something very wrong in game....
Build cottages, not farms for example.
Build commerce and research producers in all cities.
It's the yellow coin between Culture and Food.what r commerce buildings?? all the indicator(s) for it r not there? when building buildings?