Knight on turn 1.

Realyn

Warlord
Joined
Dec 4, 2006
Messages
285
Hey,

I've played your mod for the first time today. I randomed Dschingis Khan and my Horse Archer popped a hut on turn1 and got promoted to a knight. That feels quite powerfull, is this intended?

Also, starting with a Horse Archer I got the "-1 Horse" symbol showing up. Are units in your mod reduced in combat strength aswell, if you don't have enough ressources? If so, you might want to have Dschingis starting with 1 horse.

edit: actually you get a -20% penalty for missing ressources ... that kinda sucks :/.
 
Are you talking about Hunnic Horse Archers or Mongolian Keshiks? I played the Huns a short while ago, and I believe horse archers do not require horses - same as the unmodded game. :)

The horse penalty can appear if a Hunnic horse archer upgrades to a knight from ruins. I think that's okay, since the penalty counteracts the power of having an early knight.
 
Isn't the horse archer a chariot UU, and don't chariots now upgrade to horsemen? So shouldn't the hut promote to horseman, not knight?

I don't think a knight in the early game is ok at all.
 
Replacing horse archers with horsemen is a downgrade going from tech column 3 power (c3) to c2. I try to avoid penalizing players from ancient ruins. Replacing with a resource-penalty knight is a sidegrade from c3 to c3. Compare that to Hiawatha starting with a c3 unit from the beginning. It's a c6 unit once we get horses, but it also adds a lot of maintenance, a significant disadvantage that early in the game. I think the maintenance hit balances it out.
 
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