Today's post is about unit variety in the early game, up to turn 200. After a couple of games, I find I never build anything except maula mortars and light hovers. I compared this to vanilla. The number of units available is about the same, slightly less in Dune Wars because research is slower due to lower food. But the amount of rock / paper / scissors decisions is much larger in vanilla.
In vanilla:
Spearman 4/1, +100% mounted, cost 35
Chariot 4/2, +100% axeman, no defensive, cost 30
Archer 3/1, +50% city defense, first strike, cost 25
Horse Archer 6/2, no defensive, +50% catapult, first strike, requires horse, cost 50
Axeman 5/1, +50% melee, requires bronze, cost 35
Swordsman 6/1, +10% city, requires iron, cost 40
Catapult 5/1, bombards, cost 50
War Elephant 8/1, +50% mounted, no defensive, requires ivory, cost 60
Crossbowman 6/1, +50% melee, first strike, requires iron, cost 60
Pikeman 6/1, +100% mounted, requires iron, replaces spearman, cost 60
Longbowman 6/1, +25% city def, first strike, replaces archer, cost 60
Maceman 8/1, +50% melee, requires iron, replaces axeman, cost 70
There are four distinct unit types: horse (fast, no defensive bonus), anti-horse, archer (city defense, first strike), and melee. Each one comes in two strengths, with some slight variations. There are several units which do not fit the exact pattern such as horse archer and war elephant.
In Dune Wars:
Roller 4/2, +75% rover, cost 30
Infantry 3/1, +50% city defense, first strike, cost 25
Grenade Trooper 5/1, +60% mortar, does collateral, requires soostone, cost 50
Sand Rover 5/1, +50% infantry, requires soostone, cost 35
Light Hover 6/3, cost 40
Strider 5/1, +40% grenade trooper, requires ore, cost 70
Maula Mortar 8/1, bombards, cost 65
Harbringer 6/1, +15% city, requires spice, cost 40
Incendiary Trooper 7/1, +20% quad, requires crystal, cost 70
Light Thopter 7/1, air unit, cost 100
Quad 6/2, +50% infantry, +50% rover, requires ore or soostone, cost 70
Sand APC 8/4, cost 90
In many games, I do not find soostone. Since the rovers cannot go on the hover transport, I never build them. There are only two unit types, really, infantry and rovers. There is very little to distinguish between the members of the two types. I can't find any reason to build anything but mortars for bombard, and light hovers for everything else.
I don't have a perfect solution, but what do you think about this:
Roller 4/2, +50% infantry, no defensive, cost 30
Infantry 3/1, +50% city defense, first strike, cost 25
Grenade Trooper 5/1, +50% rover, does collateral, requires soostone, cost 50
Sand Rover 6/2, +50% infantry, no defensive, requires soostone, cost 55
Light Hover 6/3, -50% city, +50% rover, no defensive, cost 40
Strider 6/1, +100% mortar, requires ore, cost 70
Maula Mortar 8/1, bombards, cost 65
Harbringer 6/1, +50% city defense, first strike, requires spice, cost 40
Incendiary Trooper 7/1, +100% rover, +15% city attack, requires crystal, cost 70
Light Thopter 7/1, air unit, cost 100
Quad 8/2, +50% infantry, no defensive, requires ore or soostone, cost 70
Sand APC 8/3, -50% city, no defensive, cost 90