Making Keshiks stronger

I think 10% ends up being fairly neglible due to way the combat math works, but I can't think of another case of a negative modifier like that so I'm not entirely sure how it works. Generally speaking, combat promos get added to the base strength of the units, but all other modifiers are pooled together and cancel each other out. So when a C1 + shock HA attacks a C1 spear the 25% bonus just gets subtracted from the 100% bonus a spearman gets vs a mounted unit. If I'm not mistaken the HA ends up at 6.6 and the spear ends up at (4×1.1)×1.75 = 7.7.

Anyway, if the -10% gets added as a 10% bonus for the defender along with the other (generally large) pool of bonuses such as fortify, cultural defense, etc, it actually ends up making a relatively small difference. If it's calculated differently and actually subtracts 10% from the HA (like reverse combat promotion), it's a significantly worse penalty. That's not how I would guess it works, but if somebody does know for sure I would be curious to find out.
 
Seems like your problem with Keshiks is linked to not playing BTS which removes the -10% CR and allows you to use spies. I can't imagine movement speed is LESS important on multiplayer, or that any early game UU is weak compared to late game UUs.
 
I've spent some time with now testing that in SP and seems that removing -10% city attack (like it is bts for HAs too) and adding a Morale free promotion puts Keshiks exactly where they supposed to be ... Still there is a problem with MP that people are smart and based on my personal experience Kehiks are fun in SP but not that fun in MP due to the research cost and fact that they come relatively late .. Will perhaps consider to give them one iChanceFirstStrikes so effectively they would have 1-2 first strikes .. Btw, one of the most overbuffed unit is ChoKoNu with iFirstStrikes 2 and 50/60/5 collateral damage
 
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