How is Knight better than War Chariot?

It wouldn't really fit the setting because you need to remember that agnostic civs like the Grigori can build knights too.
 
The Grigori can still use magic though, so being agnostic isn't necessarily an inhibitor. It simply depends how strict you want the divide between arcane and divine to be.
 
I seem to recall that the last time this was brought up, someone mentioned letting them get weapon promotions (bronze, iron, mithril). I always liked that idea. Of course, the Kuriotate knights already can...
 
I seem to recall that the last time this was brought up, someone mentioned letting them get weapon promotions (bronze, iron, mithril). I always liked that idea. Of course, the Kuriotate knights already can...

Both Knights and War Chariots can already use all weapon promotions.
 
I'd like to see War chariots get some collateral damage ( you know, those chariots with scythed wheels are SO AWESOME ) . then either they get decreased strength, or Knights get increased strength. this would make War Chariots better against big stacks of weaker units, and knights better to take out more powerful foes. which feels kinda flavourful imho :)
 
I still think that War Chariots should do collateral (from their scythed wheels) and keep all the strength of their counterparts, but be restricted to smoother terrain. I might also consider letting Knights actually venture though mountains.
 
I like what they did in The Ancient Mediterranean mod (TAM), which was to give chariots a huge penalty (like -80%) to attacking cities. I really don't like how powerful war chariots are in their current incarnation.

Perhaps, since chariots are very terrain sensitive, giving them -50% attack against cities, hills, forest, and jungles. I feel like this would balance them out much better.

I also like the idea of adding collateral damage, and dropping strength.
 
Now that I think of it, huge negative attack and defensive bonuses might be better than just making these terrains impassible. Impassible terrains can be annoying. It would be nice if Civ IV could work like Civ III and allow certain units to move on certain terrains only with roads. Also, the game does not currently allow you to make a unit unable to enter hills, as hills and peaks are mostly hardcodded in the game engine instead of handled in the SDK like everything else.


I'm thinking that maybe Knights should start with Valor.
 
Starting with valor is a rather situational buff. Either you've got the spell already and its a useful buff or you're just saving yourself from casting one spell.

One thing that might be good for knights is making them immune to some kinds of special damage (collateral, defensive strikes, first strikes). While it doesn't fit their real world counterparts, it does go along with the fantasy version of the big guy in heavy armor being immune to most attempts to damage him.
 
Well, Valor is a level 3 spell which isn't all that useful, o it opens up an extra promotion for your archmages and is good for the Dwarves who cannot get Archmages.


In my version the Valor spell is going to be removed anyway, probably replaced with Banish (a lethal anti-demon spell that might also work on other evil units) or maybe Unyielding Order (if I make Banish an Order high priest spell instead). I was thinking Valor may become the Bannor racial promotion, or maybe just be granted by their capital.


Although not particularly significant, I'm thinking Knights should start with Courage too.
 
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