acluewithout
Deity
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- Dec 1, 2017
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Is anyone else find the AI is Bee-Lining Cross-Bows, and then the Cross-Bows are just chewing up their armies?
Crossbows and Knights. If there's a runaway AI in Science, the game gets that much harder in the mid section, and i welcome having a challenge finally.Is anyone else find the AI is Bee-Lining Cross-Bows, and then the Cross-Bows are just chewing up their armies?
I agree, ranged seems overpowered and Crossbows in particular feel like they do massive damage by the time they come around yet are not easy to kill. But that's just my 5 cents.Which I find interesting, because, to my knowledge, there is no medieval battle (at least in Europe) where Crossbows were decisive.
Funny, there have been several threads on the Imbalance of the Anti-Cavalry line, including pikes, but very little discussion on the imbalance of Crossbows and other ranged weapons in general. The historical fact is, ranged weapons and their users were usually charged, scattered or massacred in a battle unless they were well-protected by their own heavy troops and/or obstacles - as was the case at the 'longbow victories' of Crecy, Poiters and Agincourt.
I agree, ranged seems overpowered and Crossbows in particular feel like they do massive damage by the time they come around yet are not easy to kill. But that's just my 5 cents.
Ranged units have really been dressed down from civ5, which is, good and i think the way they are balanced is quite efficient. Generally, if a melee (direct attack) unit of an era is strength X@Sostratus could doubtless tell us exactly what factors would make Slingers, Archers and Crossbowmen Easy Meat if you weren't very careful with them.
At the very start of the game Archers are actually harder to kill than xbows are. Archers can be gotten at the same time as chariots and spears. 25 vs 15 is still a clobbering, but its only 10 points difference when its "normally" 15.I agree, ranged seems overpowered and Crossbows in particular feel like they do massive damage by the time they come around yet are not easy to kill. But that's just my 5 cents.
I find the timing etc of how units upgrade to be such an interesting balance problem. It reminds me of digital circuit design... I do hope in the future they can really commit to digging into combat balance somehow. Like looking at high level multiplayer etc and seeing where the issues are. I love the work they are doing right now, but it seems like they shy away from combat and focus on some of the more economic matters.I agree with your analysis, problem comes when you try to do a swordman rush, and suddenly opponent upgrades into crossbows. 36 CS swords attacking into 30 CS crossbows is not super hot, when they hit you back with 40 RS without suffering retaliation, and possibly even more with promotions. One or two crossbows with the garrison promotion hiding in a town or encampment can be really nasty.
I do wish FXS could cut the legacy garrison system - before civ5 when cities were not units on the map, a garrison unit was just a unit fighting on the city tile - but at this point, i think our city/fortification/walls/encampment system is well evolved enough to let us wholly commit to it.I agree ranged is probably less OP in 6 than in 5, but I still feel they give too much damage. Given that you don't retaliate and can hide them in city (with easy +10 promotion), I'd rather see them do less damage. I also miss one of the mods from Civ5 days that applied collateral damage to garrison unit when city was attacked, just because it's a bit cheesy that a garrison archer is completely immune to any hostile attacks
I find the timing etc of how units upgrade to be such an interesting balance problem. It reminds me of digital circuit design... I do hope in the future they can really commit to digging into combat balance somehow. Like looking at high level multiplayer etc and seeing where the issues are. I love the work they are doing right now, but it seems like they shy away from combat and focus on some of the more economic matters.
I do wish FXS could cut the legacy garrison system - before civ5 when cities were not units on the map, a garrison unit was just a unit fighting on the city tile - but at this point, i think our city/fortification/walls/encampment system is well evolved enough to let us wholly commit to it.
I know you were in a thread a while back where i mentioned the idea of just having wall upgrades literally define the city defense like a unit. EG any city with medieval walls has 40/45
or something.
But anyways, perhaps we could integrate garrisons into this by saying a garrisoned unit just boosts the city stats. For example, a melee unit grants +5 to the fortification defense, a ranged unit garrisoning grants +5to the city strike. (You could even vary this bonus by unit class!)
Easy enough. It would be a lot easier to have cities and garrisons handled in a formulaic, static manner than the wacky thing we have now where an xbow behind medieval walls might as well have a gatling gun. At least the fortification stage (blue bar.) I don't care if you have tanks in the town square, it doesn't make the stone walls any more resilient to artillery strikes.