onedreamer
Dragon
I would change the Dexterous promotion to +1 defense strength, because archers are defensive units and because it would differentiate it from the Sinister one.
I would change the Dexterous promotion to +1 defense strength, because archers are defensive units and because it would differentiate it from the Sinister one.
I'd like to see horsemen pushed back a slight bit, Horseback riding is a cheap tech and you get a 3-4 movement unit while everyone is using warriors, feels abit overpowered with kurio or hippus.
Maybe lower them by a movement point or have horseback require a second tech besides animal husbandry, such as hunting or exploration to slow down the rush.
I think Scouts (and Hunters) should really have a negative City Defense bonus, like -50% or something.
I can agree that Shock II is nicely countered by Hunters, but then I also think that Shock II is a bit too easy to get, at least with Raging barbarians and an aggressive or raiders leader (Tasunke omg!).
But the thing is, Hunters are mobile, they can get the Warriors in the field, they can defend against them in the field.
In some way I hate how they stop the warrior era so early.
My main comment is that Scouts are far stronger due to the +1 Str change. Now with Combat III, they have good chances against a Warrior with no promotions (they used to need roughly Combat V for worse odds).
I love fighting with archers offensively. (Just wish I could enchant their weapons with poison)
I disagree. Horsemen/Centaurs are now only 33% stronger than Warriors, and are more expensive to produce (more than double the cost). Also, rushing to Horseback Riding would require one to pass up other techs that are much more useful at the start of the game.
I had an idea of first strike promotions allowing a promotion for archers to be able to poison there own weapons for a combat round.
(Promotion unlocked at... get ready for this... the poison tech.)
It's really only a problem with Kurio and Hippus since they can get aggressive or aggressive/raider and who have agriculture as a starting tech, having animal husbandry available to research right away, and farms to be able to improve there land right away, it really doesn't hurt your early economy much since horseback riding is pretty cheap and being able to build farms.
And aggressive horsemen or aggressive centaurs which can hide in forests with defense bonuses are a major early powerhouse, with little counter, since they can just run away and promote if they take any damage.
How does Agriculture, Animal Husbandry, and Horseback Riding help your economy?
No way! This way you can actually field an army of archers on the offense!
Archers of leaves are 5/4 this way, while archers are 4/5.
You should try building an army of archers + Gilden, take the Drill line till it's finished for your first 17 XP. Now that's 4-8 First strikes with Commando (which you get as Amelanchier).
I love fighting with archers offensively. (Just wish I could enchant their weapons with poison)
Has anyone else found themselves losing strong defenders to comparatively weak attackers in .23? I certainly have in my first game. Consider the following 4 examples:
In the first three, my defender was taken out by a plain old barbarian Lizardman with no promotions.
1. Fortified Hunter (with 2 workers) building a farm on a grasslands tile. The Hunter had over 120 XP (I'm playing Hannah the Irin with the Raiders trait), and many promotions.
2. Curley, one of the Hill Giants. He was on an Ancient Forest 50% defensive tile. He had Combat V, Orcish, and Woodsman. Not fortified.
3. The worst...A Hunter with more than 140 XP. Fortifed on a 75% defensive tile. He had Combat V, Woodsman, Hill Defense, and an Extra First Strike.
All three killed by a single barb Lizardman!
4. This was really bizarre: I had a Warrior (Combat V, Orcish, Woodsman) fortified on an Ancient Forest tile. On the same tile I had a Swordsman (Combat V, Orcish) also fortified. Two Lizardmen and a Goblin attacked. The two Lizardmen were killed by the defending Swordsman, but then the $#@! Goblin killed the Swordsman, presumably while the Warrior enjoyed watching the whole thing. Why didn't the Warrior defend against the Goblin?
The most maddening thing about this game/mod has been the whacky combat odds when attacking. However, now, based on losing these four powerful units to weak units, I have to wonder about the defending odds.
I mean in the first three examples above, wouldn't you think (especially on #3) that the attacking odds for the barb Lizardman could have been no more than 0.00%???
I realize there have been some changes to the strengths of units, but I cannot see how it would affect these defensive losses.
Am I going to have to Quick Save now after every turn to avoid something like this from happening?![]()
Sarasin, add this example to your list:
Warrior with Combat V and Shock II, carrying Orthus' Axe. Killed by 1 Barbarian Warrior and 1 Barbarian Goblin. I don't think they had any promotions on them.