puck11b said:I hope no one takes offense at me critiquing their units. My thoughts are that as the dev team will be taking multiple units from the thread, critical discussion on the units will benefit us all when we get to play with them. *grin* Now then, on with the show.
If it is only one per city, then I'd think they should max out at 11-12ish. The (imho great) dynamic you've got with them will give you a viable, but not overwhelming, defender at any point in the game. If they max out at 7ish then towards the end game they are little more than a speedbump since they don't get any of the defensive promotions that make lonbows such a pita.
I do not believe that they are overwhelming since you'd need to have all three defensive buildings for them to get to their max level, I know that I am seldom tempted to build walls and castles in most of my towns with the current non-stacking nature of culture and building defensive bonuses.
Again, these are just my thoughts, it's your unit.
~p
I welcome your views!
Perhaps making a late game tech give them a boost or having certain buildings allow more specialists could also strengthen them. When do weaponsmiths and armourers become available, if they haven't been cut since FfH1?
Or perhaps just making them available later and increasing their base strength might be best.
Or perhaps they should just be given no maintanence cost, be given a heavy bonus against cavalry and only be there to keep the people happy / in case of emergencies. (I was thinking of adding this to the original post, but it's already getting a bit cluttered, so I decided against it.)
I guess you're right though, as they are now, they become a little redundant by the late game. I think raising their strength to 1.3 or 1.4 per specialist might be a good idea. Making more specialists available with buildings would start to become a problem, even having 7 specialists in a city under siege is probably not going to be easy.
I've edited my submission slightly
Unfortunately, I don't really have time to take a good look at the tech tree before the deadline. giving 2 per specialist would be good for the late game I think, but might make them overpowered in the mid-game