Sostratus
Deity
So, since I like always having too many projects going on, I've been going back to the board on Slightly Less Simple unit balancing.
This thread is aimed at @acluewithout and @Victoria and any other civfanatic who has played enough civ6 to have an intuition on what would be balanced combat. Not historical realism, just generally balanced.
So one of my goals is to give Melee and AC both niches without having melee just hard counter AC all the time.
Looking over their info, and in the context of some wider changes, I think I have a decent conception of what the unit classes' inherent abilities should be. But I keep finding myself seeing melee's promotion tree as something that really needs to be adjusted to make it work. (It's completely overloaded and like the best in the game.) Most of the other trees are pretty okay.
A few things:
In general, I have some roles being "on the field," where the primary purpose is to kill enemy units. I have another set of roles being "in the siege," where you want to take or hold a city.
My first thought is to make melee units a "heavy infantry" type. To do this, melee units will lose their +10 vs AC and instead gain +10 defending against ranged attacks.
Since this starts getting really messy, this is what i am thinking:
Battlecry-Amphibious-Commando, instead, is more about tactical battle "on the field." I happen to find the extra move point extraordinarily powerful, so I would prefer to keep it at rank 3 (to match AC) then move them both to rank 2.
For Anticav, I think I would keep thrust, swap schiltron for choke points, and then where choke points would go, create a promotion "sapping" or something that is like urban warfare. So our anticav units first learn to fight off those dastardly invaders, then hold the rough ground leading up to the city gates (because you placed them well, right??) and then they get a boost to fighting in districts themselves. (making sure no one pillages your campus, etc) Since melee no longer have an inherent bonus against them, schiltron isn't needed.
The balance between melee and anticav (besides costs) will depend on which trooper is experienced: promoted units will beat down the green recruits, but that can even up quick.
Just wanted to see if there are huge holes in this logic. Unit strengths would be similar to what's in my existing balance mod. Note that warriors would be pretty crappy vs barb spearmen until that first promotion, but of course, you could always use your own spearmen... if there's a way to nerf barb spears a little via targeted modifier that would be great.
(Side info: mounted will have a penalty attacking cities, and light cav might get an actual damage bonus vs ranged and siege units to incentivise you to use them for flanking into the soft underbelly, and not just using heavy cav all the time. there will be a lot of tweaking on production costs.)
This thread is aimed at @acluewithout and @Victoria and any other civfanatic who has played enough civ6 to have an intuition on what would be balanced combat. Not historical realism, just generally balanced.
So one of my goals is to give Melee and AC both niches without having melee just hard counter AC all the time.
Looking over their info, and in the context of some wider changes, I think I have a decent conception of what the unit classes' inherent abilities should be. But I keep finding myself seeing melee's promotion tree as something that really needs to be adjusted to make it work. (It's completely overloaded and like the best in the game.) Most of the other trees are pretty okay.
A few things:
In general, I have some roles being "on the field," where the primary purpose is to kill enemy units. I have another set of roles being "in the siege," where you want to take or hold a city.
My first thought is to make melee units a "heavy infantry" type. To do this, melee units will lose their +10 vs AC and instead gain +10 defending against ranged attacks.
Since this starts getting really messy, this is what i am thinking:
- Rank 1: Battlecry: now it's just +7 attacking other melee units
- Rank 1: Zweihander: +10 vs Anticav (this is to mirror the thrust promotion)
- Rank 2: New Tortoise: +7 defending from ranged attacks (this brings the unit from +10 to +17, or halving ranged damage) Reqs Zweihander
- Rank 2: Amphibious: Same as now, reqs battlecry
- Rank 3: Commando: same as now, reqs Amphibious
- Rank 3: Urban Warfare: +10 fighting in districts, reqs Tortoise
- Rank 4: same
Battlecry-Amphibious-Commando, instead, is more about tactical battle "on the field." I happen to find the extra move point extraordinarily powerful, so I would prefer to keep it at rank 3 (to match AC) then move them both to rank 2.
For Anticav, I think I would keep thrust, swap schiltron for choke points, and then where choke points would go, create a promotion "sapping" or something that is like urban warfare. So our anticav units first learn to fight off those dastardly invaders, then hold the rough ground leading up to the city gates (because you placed them well, right??) and then they get a boost to fighting in districts themselves. (making sure no one pillages your campus, etc) Since melee no longer have an inherent bonus against them, schiltron isn't needed.
The balance between melee and anticav (besides costs) will depend on which trooper is experienced: promoted units will beat down the green recruits, but that can even up quick.
Just wanted to see if there are huge holes in this logic. Unit strengths would be similar to what's in my existing balance mod. Note that warriors would be pretty crappy vs barb spearmen until that first promotion, but of course, you could always use your own spearmen... if there's a way to nerf barb spears a little via targeted modifier that would be great.
(Side info: mounted will have a penalty attacking cities, and light cav might get an actual damage bonus vs ranged and siege units to incentivise you to use them for flanking into the soft underbelly, and not just using heavy cav all the time. there will be a lot of tweaking on production costs.)