TravellingHat
Warlord
I agree, it's valid to destroy your own roads. After all, throughout history defenders have blown up their own bridges etc purely to deny passage to an invader. However, I can live with it 

It is a perfectly valid strategical move to pillage your own roads to prevent the enemy taking advantage of them (aka 'scorched earth'). I can see no logical reason why you shouldn't be able to do it.
It would make one of the most hardest promotions to achieve in Civ4 (Commando) and a not too easy promotion to achieve in FFH2 (Commando) useless, if you could pillage your own roads.
Sorry, but I fail to spot any logical argument in this (or even an argument at all).I'm not saying it would't, in real life, but in the game...:
Not sure what to suggest to cut down on the micromanagement. Ideally, you'd want to halt your borders at convenient choke points, but that depends entirely on the map you get. Without natural choke points, you could perhaps build forts at suitable points along your borders (e.g. defensible hills, on roads) to at least slow them down. This requires some micromanagement, but unless borders shift dramatically, it should be something you can just set up and forget.
The thing is, the entire point of commando is that they are damned quick and therefore hard to intercept. I'm aware my forts suggestion is far from a solution, but I think the situation is this: you CAN'T stop them, so putting some speed bumps in is the best compromise.
By the way, if you do go with border forts, expect to lose them. Their task is not to keep the invader out, but to give you sufficient warning to mobilise your defenders.
What you really need is your own rapid reaction force, promoted anti-cavalry. But even if you have such a force (easier with some civs than others), you still need to be able to deploy it before the buggers have pillaged you back to the stone age!
It takes a big stack of horse units to take a city defended by archers or melee units of equivalent level. One strategy would be to put decent defenses in all your cities (not just the border ones), ignore his pillaging, and send your own big stacks to attack his cities. Another would be to build some mobile units of your own (recon or horse, or even mobility I melee), and attempt to engage him in your territory (where you don't need the commando promotion to match him). After all, he still has to come near your cities to do any harm, no matter how many move he has !
Of course, playing Lanun, you are about the worst possible civ to stop him on land. Why not use your ships to land a big stack of units inside his empire and do some havoc of your own ?
Remember that now you can pillage your pirate cove and have a water tile. So put some efforts, build Great Chinease Wa... Channel and you are safe.![]()
It would make one of the most hardest promotions to achieve in Civ4 (Commando) and a not too easy promotion to achieve in FFH2 (Commando) useless, if you could pillage your own roads.
Har to acheive as raider? Even if a trait needs to give some advantages that doesnt mean there should be no possible way to counter it if it's a strong advantage.
Skallben;
Your point is being addressed with band-aid advice, but the problem really doesnt feel like a mechanics issue to me and most of the folks here would seem to agree.
The Mounted line are slightly weaker than the melee line of the same tier (and metals). This means that against melee or archery units defending they should be at a disadvantage when attempting to crack cities. No bombardment and no collateral damage, so they should simply have to outnumber the defenders, probably by a fair number. Now with a high withdraw rate that huge stack can keep running for a while, but mounted units don't get march, and I don't think they can have medic. Some spell effects could help but they have to stop eventually. So, now we have a huge stack of mounted units with move five or six, they can get in 15 or 20 moves, but then they are stuck in your territory; or they can move in 7 or 10, attack and flee home. After attacking a city they should have some wounded, and now they have no defense bonus and the weaker defense str to boot. A small stack of from another city, or some defensive cavalry (always try to have a cavalry to "send in") or some fireballs should mince up that stack of mounted units. So the movement rate doesn't sound very unbalanced to me. They can act best as "raiders" really, go in, kill some workers, destroy a couple farms, or maybe sack a poorly defended border town, and then run to safety in their own lands.
But thats just my opinion, I could be wrong.
When you use the Hippus Stable you also get a free Horselord promotion (+1 movement). This means you seriously cover some ground (a pangaea continent of a normal size map in less than 3 moves.
With friendly neighbouring civs that grant open borders you can just about invade from all directions at once.
Obvously not, heh -_-"
Like someone else said Commando is too strong to give right away. Perfectly fine. But giving players the ability to pillage their own roads wouldn't fix it, it would break it. The best way is to do like in Vanilla, make it very hard to achieve. Maybe it could need Combat IV and Drill IV. And obviously none should start with it, the Raiders trait can retain the +1xp and more gold from pillage, and something else to compensate for Commando.
I agree that comando is much strong to give for free to every unit of a civ...
not just to the hipus, if you confront the dark elves with their recon units you get the same problem... 2 moviment, with roads is 4 or 6 moviments... 6 moviments on your land is Veeerryyy much, impedes you from use workers, and depending on the form of your land they have acess to many of your cities making impossible to get a good defense...
So if you are a warmonger that expands your territory, no problem you will probably get a bigger enoth territory to get your main cities you of range, and in a war will alread have enoth units to make a ofensive war... if you are a builder... well to have a decent defense you will have to defend EVERY of your cities as if it is a frontier one and pay tons of gold per turn for it, as you cannot guess when they will atack (being a buildr you are always in the chance of being sneaked as you almost always is "weak" compared to the ai) ,and if they atack they can choose any of you cities to it...
Perhaps part of the solution would be to move the Mobility promotion to Stirrups? Imho then the promotion would also make more sense if located there.... since Hippus thus aim for mounted units it's also easy to smack on a Mobility promotion.
You miss the fact that if you got a hole in your fronts, Hippus horsemen can, depending on your map-size, empire-size and their location and number of Open Border agreements access the most of your cities. It's not unusual that in my setting (Big and Small/Large/Emperor or Immortal) that they often access about 15 cities of mine, often more. Now say they got a stack of 5 well-trained horsemen at your borders and you need to defend against that in every of your city they can access...Say you don't have Longbowmen or Iron yet either...Say they got instead 30 Horsemen. In worst scenario, say they converted to Ashen Veil and like destruction and decide to raze your cities. Fireballs btw is not something everyone has and even so, I would imagine most Arcane units not being in your inlands.
And no, I do not think you are necessarily "wrong". We both state subjective opinions based on our experiences and we both got some valid points![]()
Perhaps part of the solution would be to move the Mobility promotion to Stirrups? Imho then the promotion would also make more sense if located there.
Valid points, all. I realize I may be a more defensive player than most, (I like to have mages with FB, or firebows, in each city and try to keep a few stacks of cavalry in forts near my borders), particularly when I see that I'm facing the Hippus, or the elven leader with raider (Alamancher?). I also realize that it is possible to get rolled out of nowhere by a shrewd Hippus opponent, because what they can do is brutal, but it's what the Roman cavalry (without stirrups), Arabian mamluks, the Mongolian horse archers, the French knights, or the US Cavalry did. Fast mounted units are supposed to be dangerous in that way.
As far as worst case scenarios go, having the Devalo start right next to you, with easy access to copper, and some goodie huts to give them extra Beast men can make for a much worse scenario than the one you described, (its happened to me a few times) but I don't feel that Chardaron should not have Aggressive or a bonus to city attack, that’s his "schtick", just like the Hippus run all around your base killing your doosz.
Now, having said all that I think that a free Commando promo is a little overly strong on a cavalry centered civ, +1 FS and enhanced movement is a big advantage on units that already have high movement and some first strikes. I'd honestly prefer to see the Horse lord promotion give (some or all) of these benefits instead of the trait. I also think Commando is somewhat poorly names, as it seems to me that a Command would rather move through un-developed lands and avoid detection (ignore terrain movement costs), rather than march double time down someone else's road network, but that's not the point.
Sometimes I can't help sounding like an ass on message boards, thanks for not taking it that way.
Although I am using a heavily altered tech tree of my own design myself(Horseback Riding is not required for Trade among others) then I see your point.Moving it could be a solution but I don't know where to tbh. It's pretty good currently as it is since most players will want Trade to trade techs so most will get Mobility quite early on. I don't think moving it further into the Cavalry line should be a good idea since it means you hurt melee-players even more.
Removing the free Commando promotion for Mounted units from the Raider trait and adding a "and (Guerilla I or Woodsman I)" requirement to it as well makes sense to me.I don't think that the problem is Commando promotion itself, or eevn that units can start with it. I think that the problem is that mounted units are getting the Commando promotion.
...maybe the free Commando promotion should be limited to recon units (and maybe melee units too).
...maybe it should be available through a different promotion path as well. Having Commando require Guerilla I and Woodsman I (and maybe Combat III as well) promotions would be thematic and also limit the promotion to specialized units.
Nah I don't agree it would break Raider promotion. Perhaps if you play Single Play vs. AI and is completely obsessed about it and spend half play-time micro-managing roads...But well most things could be broken with that effort. Spam some boats and...OMG Lanun's Black Wind hero is useless![]()
Thing is, Tasunke ( I learned to spell his name yay) probably have alot of different directions to approach you and it's not easy to cover all that.
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All you have to do is cut all roads in the tile next to his borders. So that he loses 1 ore more movements. After that... Cavalry = weak defense.
Lost you there.The problem in Civ4 is always initiative.