Simon_Jester
Prince
- Joined
- May 13, 2011
- Messages
- 495
Whenever you build a unit, you should ask yourself: what can stop this unit reliably?
If the answer is "nothing," you're doing it wrong. If the answer is "superior technology," probably still wrong. If the answer is "not much at its own tech level," there's still a problem: the main game units are basically balanced among themselves.
Horsemen... well, what can beat them? Their high (for ancient times) strength and bonus against melee units makes them capable of overmatching their dedicated counter unit, the Spearman. The Elephant could counter them but isn't available until a bit later and will not be available to many civilizations anyhow. They can even attack cities pretty competently, and they show up well before the Longbowmen who could stop them.
So... then what?
Also...
Heavy Footman really shouldn't upgrade to Musketman. This is especially striking for the Kongo unique unit, which gets a +50% against archers and a move of 2. It's stronger than almost anything else in its era, being more effective against Pikemen than any mobile unit before the invention of the tank.
The only thing it gains by "upgrade" to a Musketman that it now reliably beats Crossbowmen, and has a tiny increase in performance against cavalry, gunpowder, and siege units. And that's at the cost of losing its mobility (OUCH). Worse yet, it becomes drastically less effective at attacking cities defended by Longbowmen, which is otherwise something it would excel at.
Some upgrade.
For normal Heavy Footmen it's not so bad, but really, given a choice between building a Musketman and building a Pombos, I'd usually take the Pombos. Among other things I like to keep building Melee units as long as I can for the City Raider promotions, since those aren't available to gunpowder units.
If the answer is "nothing," you're doing it wrong. If the answer is "superior technology," probably still wrong. If the answer is "not much at its own tech level," there's still a problem: the main game units are basically balanced among themselves.
Horsemen... well, what can beat them? Their high (for ancient times) strength and bonus against melee units makes them capable of overmatching their dedicated counter unit, the Spearman. The Elephant could counter them but isn't available until a bit later and will not be available to many civilizations anyhow. They can even attack cities pretty competently, and they show up well before the Longbowmen who could stop them.
So... then what?
Also...
Heavy Footman really shouldn't upgrade to Musketman. This is especially striking for the Kongo unique unit, which gets a +50% against archers and a move of 2. It's stronger than almost anything else in its era, being more effective against Pikemen than any mobile unit before the invention of the tank.
The only thing it gains by "upgrade" to a Musketman that it now reliably beats Crossbowmen, and has a tiny increase in performance against cavalry, gunpowder, and siege units. And that's at the cost of losing its mobility (OUCH). Worse yet, it becomes drastically less effective at attacking cities defended by Longbowmen, which is otherwise something it would excel at.
Some upgrade.
For normal Heavy Footmen it's not so bad, but really, given a choice between building a Musketman and building a Pombos, I'd usually take the Pombos. Among other things I like to keep building Melee units as long as I can for the City Raider promotions, since those aren't available to gunpowder units.