[GS] How will Gathering Storm's "gap units" change previously released civ's ability to warmonger?

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I have been mulling over the Gathering Storm “gap unit” game changes and how they might effect a cavalry-centric warmongering strategy. I’ve whipped together this spreadsheet detailing how I think they might buff/nerf existing civs. I thought I’d share this “quick & dirty” analysis as a starting point for those of us looking to acclimate before the GS changes come online. I would appreciate any observations (agree or disagree) that anyone might like to add.

Perhaps someone has thoughts on other forms of warfare (ranged/infantry/anticav) they’d like to add relative to the coming GS gap unit changes?

Gap unit definition: A new unit released with GS that fills a previous gap between 2 widely divergent units in terms of melee strength (reference horses/cavalry or knights/tanks).

I have created a few categories so as to better sort through this matter.

1. Already an OP warmonger, now even moreso.
2. Warmonger or periwarmonger civ, buffed by gap units.
3. Civ was previously unable to warmonger but is now more capable of conquest.

4 Civ was previously an OP warmonger, but is now less capable of conquest.
5. Warmonger or periwarmonger civ, nerfed by gap units.
6. Civ had leafeating tendencies (Pikes) and will now be forced to involuntary Veganism.


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Overall, filling in gaps is going to make Cav more powerful, which is going to make warmongering more powerful. They just thump everything - light or heavy.

But I think the resource system is going to be a big factor too.

For example, you say Sythia are going to be OP - but they might not actually be able to build that many horses each game if they don’t have enough horses.

If horsemen and knights both use horses, then I’m struggling to see why anyone would really waste time with Light Cav. Yeah, they come earlier. But you’ll get so much more bang for your buck from Knights. That actually then feeds into the new Mechanic where you can’t see horses unless you research animal husbandry. So stupid. Isn’t AH going to be your go to tech now, regardless of map, because finding horses and then getting Knights will be such a killer move. Indeed, you’ll want to do that ASAP so you can start stockpiling horses for your knight push.

You know, the whole revealing horses at AH is stupid for another reason. Have a read of my post about bronze working and spears in my signature. The tech for Iron is very clever - basically, the tech not only reveals iron, but (1) leads you to Swordsmen if you find iron, (2) does not actually take you towards Knights (who are more powerful than Swords), so makes that more powerful unit more work to get and also (3) gives you Encampments and anti-Cav should you not have iron.

Making Knights require horses is going to result in even faster horses rushes - less techs, easier eurekas, more time to stockpile resources. Dumb, dumb, dumb.
 
I have been mulling over the Gathering Storm “gap unit” game changes and how they might effect a cavalry-centric warmongering strategy. I’ve whipped together this spreadsheet detailing how I think they might buff/nerf existing civs. I thought I’d share this “quick & dirty” analysis as a starting point for those of us looking to acclimate before the GS changes come online. I would appreciate any observations (agree or disagree) that anyone might like to add.

Perhaps someone has thoughts on other forms of warfare (ranged/infantry/anticav) they’d like to add relative to the coming GS gap unit changes?

Gap unit definition: A new unit released with GS that fills a previous gap between 2 widely divergent units in terms of melee strength (reference horses/cavalry or knights/tanks).

I have created a few categories so as to better sort through this matter.

1. Already an OP warmonger, now even moreso.
2. Warmonger or periwarmonger civ, buffed by gap units.
3. Civ was previously unable to warmonger but is now more capable of conquest.

4 Civ was previously an OP warmonger, but is now less capable of conquest.
5. Warmonger or periwarmonger civ, nerfed by gap units.
6. Civ had leafeating tendencies (Pikes) and will now be forced to involuntary Veganism.



The major point for me is Scythia. Their horsemen were always quickly obsoleted by knights & you had to beeline a long time to cavalry. Now, you will have coursers with castles which is exactly the same row as knights.

Just think about it:

(1) Scythia starts with horses, therefore gets production/food bonus
(2) Horses allow you to build horsemen almost surely
(3) If not, there is a nice synergy between agoge (faster production ranged units) and the effective 100% production bonus for horse archers, which do not require resources
(4) horse archers suffered from the weird upgrade not to crossbows, but to field cannons. Maybe there will now be a gap unit that adresses that
(5) horsemen suffered from the long gap until cavalry, now coursers at castles make them effective against knights
(6) the effective 100% production bonus is quite extreme
(7) the production bonus means you can completely ignore military tradition/civics production cards, you just need to develop the tech
(8) corps and armies help you later on to adress the maintenance problem, you can build them much faster than others
(9) the +5 combat and healing on kill apply to all your units. It helps you to survive the initial assaults on deity, your warriors/archers are much stronger and can even heal if they kill waves of enemies.
(10) An early kurgan helps you grab important pantheons
 
If horsemen and knights both use horses, then I’m struggling to see why anyone would really waste time with Light Cav.

Scythia gets two light cavalry for building one. So, they only need half the horse resources to build light cav. Which seems to me a tremendous advantage.

Yeah, they come earlier. But you’ll get so much more bang for your buck from Knights.

I would need to know how strong coursers are. I would assume that they are slightly weaker & slightly faster. But maybe firaxis is also changing other variables, so I won't judge yet. A big advantage for heavy cav is surely the upgrade path.
 
Scythia gets two light cavalry for building one. So, they only need half the horse resources to build light cav. Which seems to me a tremendous advantage.



I would need to know how strong coursers are. I would assume that they are slightly weaker & slightly faster. But maybe firaxis is also changing other variables, so I won't judge yet. A big advantage for heavy cav is surely the upgrade path.

We don’t know how resources will work for Sythia. Assuming they only need horses to build units, not to maintain them, then my guess is the second unit will be “free”. So, yeah, they’ll need half as many horses. But the point is, the number of horse units they can build overall will be limited by resources, whereas now they can build an infinite number of light cav from one or two horse resources.

Adding more units will inevitably make Heavy Cav more powerful. They are the most powerful unit in their era by design. More HC units means they’ll be relevant in more eras. Frankly, the only thing limiting their power at the moment is that they have big gaps, and that isn’t actually much of a limit. I don’t build HC in my games, because then you just crush the AI.

More units for light Cav will buff them too - and yes, I agree that will buff Sythia. Horsemen are already way too good at taking walled cities for a “raiding” unit. They seriously need a negative v cities.

I’m liking a lot of the rebalancing in GS. Adding more units is not itself a bad thing. But the changes around horses and Knights so far seem silly, and the new LC and HC Units look like they’re being added without much other balancing (although being more limited by resources may help balance them). So far it also doesn’t look like any more general military balancing has gone on - e.g. anti-cav are still too expensive.

The only reason I’m not that worried is that I’m guessing this can all be modded fairly easily. FXS might also be waiting to see how limited resources impacts balance before tweaking the cost / power of various units (which would be fair enough really). Either way, it would be better if the base game got this stuff right.
 
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I’m liking a lot of the rebalancing in GS. Adding more units is not itself a bad thing. But the changes around horses and Knights so far seem silly, and the new LC and HC Units look like they’re being added without much other balancing (although being more limited by resources may help balance them). So far it also doesn’t look like any more general military balancing has gone on - e.g. anti-cav are still too expensive.

The point is that in the end most unit types are not very different from each other. Light cav & heavy cav for example have only very slight strength & movement differences. The major differences are the promotions.

Horsemen are slightly stronger than warcarts, knights are much stronger than horsemen. How Coursers enter that equation, I don't know yet. The same is true for movement: Both ignore zone of controls, both are rather fast.

I also get the impression that these 'missing' units, railroads, electric power etc. were already planned from the beginning. They basically delivered a basic vanilla civ that was designed to miss all these parts & slowly fill the gaps up. Insofar, I think the current 'balancing' they have is not the one they intended, they just sloppily adjusted the parameters such that the game still makes sense with a part of their intended units & structures missing.
 
Overall, filling in gaps is going to make Cav more powerful, which is going to make warmongering more powerful. They just thump everything - light or heavy.
But I think the resource system is going to be a big factor too.
Yep.

For example, you say Scythia are going to be OP - but they might not actually be able to build that many horses each game if they don’t have enough horses.
I certainly understand what you’re saying and know the 2 for 1 horse production efficiency will be partially mitigated by the new resource requirement system. The bulk of what I’m saying is to their ability to arrive at the new courser gap unit quickly as well as its ability to carry on with warring beyond the initial horse rush period due to increased melee strength values. Here’s essentially why I think they are ultraOP after the changes:

The +100% production efficiency (horse spam) will be partially offset by the new resource requirements system. This is not as bad as it might sound as the hammers from your cities will have to be utilized elsewhere for things such as commercial hubs and campus districts. This also leaves experience concentrated onto less units. It also means there will be less upkeep. I think we will have to be more careful with our units with the new system and throwing horse after horse against city garrisons them spamming up more units won’t be as viable a strategy as if may have been before (I don’t do it so don’t really know). If we were to add resource requirements under the present system without gap units, horses would start dying in droves mid game due to increased garrison strengths. With the gap units, however, and with the inability to SPAM horses due to resource requirements @ creation, attendant forced reallocation of hammers away from horse SPAM to other options, ie. districts, ie. campuses (which gets you to the gap unit faster), you are able to carry on with less (which is actually more). They can leverage this into continuous light cav warring into the midgame (due to gap units hardiness) and a faster and more sustained snowball.

If horsemen and knights both use horses, then I’m struggling to see why anyone would really waste time with Light Cav. Yeah, they come earlier. But you’ll get so much more bang for your buck from Knights.
I’m having the same trouble for everyone but Scythia (who get 2-for-1 light cav). I’d say Mongolia for the eventual escort promotion, but they can use their Keshigs to escort battering rams right out the gate.

If I had to offer some rationale, I’d say it would be out of convenience. As horses come sooner and you can probably build up quite a few of them by the time knights come online, you might be prone to use the suboptimal cav class simply because it’s the best option available presently. With the gap units. you can upgrade them and make them roughly comparable to knights (or what not, who knows until GS comes out). My thoughts would be, “well I have these units, and can upgrade them, I may as well carry on with these light cav and build knights in my encampments from here on out. But let’s see how far these units can get. And besides, even if they all get killed, they’ve still paid for themselves 3 times over as I’ve taken 4 cities due to the early combat advantages.”

That actually then feeds into the new Mechanic where you can’t see horses unless you research animal husbandry. So stupid. Isn’t AH going to be your go to tech now, regardless of map, because finding horses and then getting Knights will be such a killer move. Indeed, you’ll want to do that ASAP so you can start stockpiling horses for your knight push.
I kind of like the new AH requirement. I know AH will be the first thing I’ll research most of the time but not always. If you want to work a more peaceful internal (settler) expansion or a hybrid settler/conquest strategy with a civ like Rome, you might go for mining first (as you’ll have no need of horses per se and can settle based on other criteria). This might get you a lux mine 10 or more turns sooner than not, which gets you trading sooner. You can trade the lux’s for gold and use it to buy a warrior or two. Where Scythia has to first locate, them settle near the horses, so visualization of horses for the 2nd settlement spot is of critical importance. It is also of critical importance to have a builder to actually create the pasture so as to begin stockpiling horses.

You know, the whole revealing horses at AH is stupid for another reason. Have a read of my post about bronze working and spears in my signature. The tech for Iron is very clever - basically, the tech not only reveals iron, but (1) leads you to Swordsmen if you find iron, (2) does not actually take you towards Knights (who are more powerful than Swords), so makes that more powerful unit more work to get and also (3) gives you Encampments and anti-Cav should you not have iron.

Making Knights require horses is going to result in even faster horses rushes - less techs, easier eurekas, more time to stockpile resources. Dumb, dumb, dumb.
I read it over. Makes sense. I’m fairly sure I might have missed some of the nuances as I’m not a fanatical tech tree technician and tend to just hammer away at the tech I want for strategic advantage regardless if it’s boosted or not. Funny thing with bronze working and different playstyles: As I don’t use swords unless I have to, I’d say the most key aspect of bronze working for me is the ability to chop rainforest for production+population in a home city or for population in an occupied city. As I ignore swords, knights are so far off that the timeliness of the iron reveal is not particularly relevant for me.

You know something, that brings me to another observation. I think I may have to mix melee units into my army with GS, as both horsemen and knights will require horses and mixing swords (which require only iron) can help with fielding a large army if I need to. As to whether I will actually have to field a diversified army remains to be seen, but I think the incentive is there. And Pikes have no requirement whatsoever.[/QUOTE]
 
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The major point for me is Scythia. Their horsemen were always quickly obsoleted by knights & you had to beeline a long time to cavalry. Now, you will have coursers with castles which is exactly the same row as knights.

Just think about it:

(1) Scythia starts with horses, therefore gets production/food bonus
(2) Horses allow you to build horsemen almost surely
(3) If not, there is a nice synergy between agoge (faster production ranged units) and the effective 100% production bonus for horse archers, which do not require resources
(4) horse archers suffered from the weird upgrade not to crossbows, but to field cannons. Maybe there will now be a gap unit that adresses that
(5) horsemen suffered from the long gap until cavalry, now coursers at castles make them effective against knights
(6) the effective 100% production bonus is quite extreme
(7) the production bonus means you can completely ignore military tradition/civics production cards, you just need to develop the tech
(8) corps and armies help you later on to adress the maintenance problem, you can build them much faster than others
(9) the +5 combat and healing on kill apply to all your units. It helps you to survive the initial assaults on deity, your warriors/archers are much stronger and can even heal if they kill waves of enemies.
(10) An early kurgan helps you grab important pantheons
Yep. Agree 100%.
 
It's going to be interesting. I always avoided the horseman rush in favor of a knight rush because the research from horseman to cavalry is such a slog. At least knights can often be put into corps while you wait for tanks to come online.

The title actually made me think of a funny one, the Cree. Rushing with his Warrior scouts was fun and more powerful than one might think especially once they ranked up a bit. The +20str tier 3 promotion makes them really tough all the way through the classical era. Giving them a medieval upgrade might give you some pretty badass scout line units to use in unconventional warfare depending on how skirmishers are balanced. Think about future era Cree XCOMs flying out of nowhere...if they add them anyway.
 
@BarbarianHunter @Arent11 Lots of good points. Mostly agree.

The main reasons heavy cav are so powerful is they can be built quickly / rushed, have additional movement, and are resistant to ranged (via promotions). Light cav aren’t quite as good because they’re not as resistant to ranged and they don’t rush quite as well. Likewise, Melee are pretty good compared to HC because they can also be rushed and also have Defence v ranged, notwithstanding they’re slower.

More unit types might mean light cav can be rushed better - i.e. build horsemen them upgrade to x - although chariots mercenaries Knights is still going to be the most powerful.

Sythia will be buffed by the various changes. It’s just a question of how much. Certainly having LC be relevant in more eras will be a big advantage for Sythia.

My post on bronze working didn’t touch on chopping, given it was more focused around the balance of spears and swords. But yes, that is a powerful ability to unlock - particularly as you may be using chops to push out your military units.
 
@BarbarianHunter @Arent11 Lots of good points. Mostly agree.

The main reasons heavy cav are so powerful is they can be built quickly / rushed, have additional movement, and are resistant to ranged (via promotions). Light cav aren’t quite as good because they’re not as resistant to ranged and they don’t rush quite as well. Likewise, Melee are pretty good compared to HC because they can also be rushed and also have Defence v ranged, notwithstanding they’re slower.

More unit types might mean light cav can be rushed better - i.e. build horsemen them upgrade to x - although chariots mercenaries Knights is still going to be the most powerful.

Sythia will be buffed by the various changes. It’s just a question of how much. Certainly having LC be relevant in more eras will be a big advantage for Sythia.

My post on bronze working didn’t touch on chopping, given it was more focused around the balance of spears and swords. But yes, that is a powerful ability to unlock - particularly as you may be using chops to push out your military units.
Salient points.

I am unsure the knight rush model will remain intact as GS comes online though. Horses cost 80 production and are generally immediately usable and highly mobile with a movement of 4. Heavy chariots cost 65 production and are more of a wait and upgrade later 2 movement (3 if you start on flat land) as well as relatively fragile. With the light cav gap units in GS I think I'll will be more able to press a light cav-centric model and mix in maybe 1/3 heavy cav for city garrison busting. We certainly will find out. I am looking forward to the expansion!
 
Still won't be warmongers, but I'll be interested in playing Cree and raising some mature and strong Skirmishers.
 
@BarbarianHunter I’m really hoping the resource rules do limit how many units you can have (particularly cav) and force players to have more varied unit composition.

Even so, I suspect some unit rebalancing is still going to be needed. I think the AI is also going to need a leg up with these new resource rules, including maybe being able to just cheat and build units it doesn’t strictly have the resources for.
 
Knew I wasn't the only one thinking of the Cree when I saw skirmishers. Seriously, I spammed them, wiped out Russia and America before the classical was over and had at least 4 units at the cammo promotion. I can only imagine how that game would have gone if I had a viable medieval upgrade for those guys.
 
@Socrates99 I am irrationally excited about Skirmishers. They're going to be so much fun.

I think might also roll back my comments on Knights needing horses - or at least, take a bit more of a wait and see approach. It might be FXS have made Knights require the same resource as Horsemen to limit the number of Cav you can have overall. So, it might be a positive change overall.

Man. I wish GS would just come out. I'm really want to see how all these mechanics shake out.
 
Hmm. Thinking about this some more... what if Knights need horses and iron... And then their upgrades needs horses and niter...

That could create a really interesting dynamic. Now if you want heavy cav you need both resources, and in sufficient quantities... but you also need horses for light cav and iron and niter for Melee... so, building your Knights and (umm) coursairs (?) means you can’t build as many melee and light cav or indeed Units overall...

...and will you need resources to heal units? Would that mean Knights are more vulnerable, in that of you hit either your opponents horses or iron you’d stop their Knights healing...

I mean. Could it be Saint Ed and the Choir if FXS have actually... nerfed Knights?

...The Polish Heavy Cav only needed Niter to upgrade... But maybe that was because it already had Horses...?

And that makes England interesting. Bonus iron means more Swordsmen. But rather than not boosting Knights at all - or totally boosting Knights - now England is in an interesting inbetween place, where it finds the iron bit easier but still needs horses ... or can build swords and knights whereas everyone else is building melee and horsemen to maximise units...

...you could also see maybe Sythia and or Mongolia getting bonuses to horse resources like England gets bonuses to Iron and Coal... That would be a much cooler way to work Sythia rather than the current “two for one” Mechanic (although that’s a fun Mechanic too).

...and you know, playing around with resources could be a really neat way to give the AI bonuses on higher difficulties. Let them get more horses, Coal , iron whatever from resources relative to the player would make the AI very dangerous.

Hmm. Maybe Civ VI is about to get really interesting? I mean - really interesting?
 
Hmm. Thinking about this some more... what if Knights need horses and iron... And then their upgrades needs horses and niter...
That could create a really interesting dynamic.
I agree.
Now if you want heavy cav you need both resources, and in sufficient quantities... but you also need horses for light cav and iron and niter for Melee... so, building your Knights and (umm) coursairs (?) means you can’t build as many melee and light cav or indeed Units overall...
Once I saw knights would need horses for an upgrade, I was surprised that they didn’t also need iron. Perhaps they are trying to encourage unit diversification? I know I don’t need any reason whatsoever to skip building melee class units in their entirety. A shortage of horses and abundance of iron however, might get me to think on actually building some.
...and will you need resources to heal units? Would that mean Knights are more vulnerable, in that of you hit either your opponents horses or iron you’d stop their Knights healing...
Would mitigate the ability to war. I think gameplay wise, people jump through a bunch of hoops to build an army capable of significant conquests but find themselves unable to actually wage war due to resource consumption @ healing might become a problem.
I mean. Could it be Saint Ed and the Choir if FXS have actually... nerfed Knights?
I believe they have done so.
...The Polish Heavy Cav only needed Niter to upgrade... But maybe that was because it already had Horses...?
Winged Hussar’s require niter to upgrade in GS?
And that makes England interesting. Bonus iron means more Swordsmen. But rather than not boosting Knights at all - or totally boosting Knights - now England is in an interesting inbetween place, where it finds the iron bit easier but still needs horses ... or can build swords and knights whereas everyone else is building melee and horsemen to maximise units...
+1
...you could also see maybe Sythia and or Mongolia getting bonuses to horse resources like England gets bonuses to Iron and Coal... That would be a much cooler way to work Sythia rather than the current “two for one” Mechanic (although that’s a fun Mechanic too).
...and you know, playing around with resources could be a really neat way to give the AI bonuses on higher difficulties. Let them get more horses, Coal , iron whatever from resources relative to the player would make the AI very dangerous.
+1
Hmm. Maybe Civ VI is about to get really interesting? I mean - really interesting?
Agreed.
 
Hmm. Thinking about this some more... what if Knights need horses and iron... And then their upgrades needs horses and niter...

And their upgrade after that needs steel (iron?) and oil? And their final upgrade needs uranium and oil? Making the Heavy Cav line dependent on two resources at all times would make it more acceptable for that line to be generally more effective than the lower resource intensive lines. Especially if the number of units you could field at any given time was then limited by the resource you have least of.
 
And their upgrade after that needs steel (iron?) and oil? And their final upgrade needs uranium and oil? Making the Heavy Cav line dependent on two resources at all times would make it more acceptable for that line to be generally more effective than the lower resource intensive lines. Especially if the number of units you could field at any given time was then limited by the resource you have least of.

Maybe the pattern is Heavy Cav always need the resource required for light cav and the resource required for Melee - so Horses + Iron, the Horses + Niter, then... er. I don’t know. Oil. And something. Maybe infantry or helicopters need oil?
 
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