R0GERSHRUBBER
Shrubber
A maceman has a base strength of 5 with the change. He used to be 7. So he gets 2 points taken off because its assumed he has iron (which would return him to his balanced strength of 7). Or 6 if the civ only had copper (but they could still build macemen), or 9 if they had mithril.
I don't think it plays with balance that much. If they had the required materials from the "Light" version" they will be exactly as they were before. But they do have other options now.
I enjoyed this mechanic when I first played the Doviello in Light, and I considered the application of it to all Civs at the time. Although it was acceptable for the Doviello, who lacked any other real strengths, I concluded it would cause balance issues when applied to all Civs (even in the manner Kael has suggested).
The real issue is that this upsets the balance between Melee units and non-Melee units (particularly the Disciple and Recon units which function like Melee units).
For example, a Warrior with Mithril (25 H) is as strong as a Crusader/Paramander (120 H), Longbow (120 H), Crossbowman (120 H), Ranger (150 H), Chariot (120 H), and Monk (120 H) at 17-21% of the cost. It's hard to imagine building an Arquebus (180 H) for 50% more than a Maceman with Mithril (120 H) who even gets a bonus versus other Melee units.
Also, what will you do for Luchuirp golems that don't require metals (Wood, Nullstone, Gargoyle, Arcane, etc.) and Vampires? What about Soldier of Kilmorphs or Drowns with Mithril that upgrade into Paladins and Eidolons respectively (with either 15 or 17 Str depending on how the promotions are coded)? How about units that get magical weapons (like Orthus' Axe)?
There are a number of ways to resolve this:
- Allow non-Melee units to benefit from improved weapon materials, either fully or in a reduced capacity.
- Limit the extent of weapon materials upgrades to 1 or 2 categories more than the unit would normally have (ie. no Mithril for Axemen or Warriors.)
- Make older units (Warriors, Axemen, etc.) obsolete with newer units.
- Adjust the build costs of units to reflect the new balance.
- Do away with the weapon materials mechanic entirely.
My preference is either the first or the last. Many of the Archery, Mounted, and Disciple units already have material requirements, and most use weapons that could conceivably be improved in this manner. I see no real reason to exclude Recon units, and a case could be made for some Arcane, Siege, and Naval units as well.
Of course, until we actually play Fire, we won't know with certainty how this balances out. Still, I expect that this mechanic will be under serious review after we've had some quality time with Fire.