What if Archers couldn't attack at one tile away?
I'd be willing to try to test how the game plays when archer units take damage on attack, not sure that it'd make archers the same as melee units. It might make melee units too strong again (but depends on the amount of damage they take...)
Wouldn't work. As I said small changes will not fix a big balance problem. It still would be easy to have 5 bowmen concentrate fire on any melee units that attempt to engage. I would just need to stop eventually, retreat or build a city to heal, then continue on.
That would be a very bad solution for me. This would make the difference between Ranged and Melee units less, and that would make the game less fun, because it offers less variation. Instead, I think one needs to think in counters for every strategy. Yes, ranged units can attack from afar without taking damage, but they are die very easily when subjected to melee attacks. If enemy brings a lot of ranged units guarded by only a few melee units, you need to use your own ranged units to take out those melee guards and then take in cavalry to off the ranged units and moving out of reach after attacking. Will a horde of ranged units be able to demise of a few unasisted melee units? Yes, but that does not mean balance is off.The point is that it would make ranged units behave like melee units than can attack further. Rather than godly units that can distribute death with impunity.
Of course, if you have 5 bowmen and I attach you one unit at a time you'll win, that's obvious. However, if, on attacking, an archer takes ~half the damage that a melee unit would take doing the same attack, then the game balance changes massively.
What if Archers couldn't attack at one tile away?
That would be a very bad solution for me. This would make the difference between Ranged and Melee units less, and that would make the game less fun, because it offers less variation. Instead, I think one needs to think in counters for every strategy. Yes, ranged units can attack from afar without taking damage, but they are die very easily when subjected to melee attacks. If enemy brings a lot of ranged units guarded by only a few melee units, you need to use your own ranged units to take out those melee guards and then take in cavalry to off the ranged units and moving out of reach after attacking. Will a horde of ranged units be able to demise of a few unasisted melee units? Yes, but that does not mean balance is off.
When all that is said, ranged units should have a (ranged) combat strength slightly lower than the (melee) combat strength of contemporary Offense units (Swordsman, Musketman, etc.) in order to limit the damage they do. Looking at the numbers, that seems to be actually the case:
Composite Bowman (11/7) vs. Swordsman (14)
Crosbowman (18/13) vs. Longswordsman (21)
But THAT is a problem with the Tech Tree, then, rather than the units themselves, at least as I see it. And perhaps if Swordsmen were adjusted like has been suggested, perhaps things wouldn't be so clear cut. After I modded my game myself, I very much enjoy beelining Metal Casting (which is where I have now Longswordsmen sitting), and while I can't say for sure if it's better than a science rush, it sure can give some fun semi-early wars.The problem with your argument that ranged units have slightly lower strength than their contemporary units has a problem: ranged units are placed far more conveniently in the tech tree. They usually only require one or two techs off of powerful beelines like Education; in fact, Gatlings are directly along the Scientific Theory beeline (IIRC), which is arguably the second most powerful beeline in the game (after Education).
But THAT is a problem with the Tech Tree, then, rather than the units themselves, at least as I see it. And perhaps if Swordsmen were adjusted like has been suggested, perhaps things wouldn't be so clear cut. After I modded my game myself, I very much enjoy beelining Metal Casting (which is where I have now Longswordsmen sitting), and while I can't say for sure if it's better than a science rush, it sure can give some fun semi-early wars.
The counter to ranged units is cavalry units. They're fast enough to get in, mess them up, and get out again. There's no need to change melee units.
The counter to ranged units is cavalry units. They're fast enough to get in, mess them up, and get out again. There's no need to change melee units.
But even by that logic, melee units are still useless. Cavalry does the trick, but melee units still have no use.
This thread is about human-vs-AI gameplay and the build decisions that grow out of current play balance. The AI doesn't, and isn't going to send calvary units into my ranged invasion force and so my ranged invasion force is still significantly overpowered and thus there is less gameplay balance for me.
If you are proposing the AI be reprogrammed to meet invading forces mid-field with effective mounted flanking techniques, then that is a valid suggestion, though probably a lot more difficult and unlikely to be implemented than other suggestions.
Melee protect against cavalry.
Depends on where in the world and when. In the Middle East, Cavalry and Archers made up the bulk of armies. Even the Hoplite armies of Athens and Sparta were made obsolete and replaced by cavalry tactics and missile troops by the time of Alexander's conquests. Spears were placed with Pikes who were mostly to resist cavalry.
As it stands now, if a melee unit attacks a city, it usually loses like over half of its HP, meaning it probably won't even survive another turn.