Yes, there's already a mod that increase movement by +1. If you like that, go DL and enable it. Some people swear by it. I'm pitching ideas different from that.
A lot of experienced players and YouTubers will say that Ranged Units are too strong. Particularly, Archers are too Strong. I'd say, maybe. Slingers are not too strong. Machine Guns are not too strong. So it's really the Archers and the Crossbowmen that are the cause of all the grief, and mainly against AI who have no idea how to array or protect their troops. We'll have to host and watch a bunch of MP matches in war to see what's really what, but in the meantime, it sounds like it makes sense to simply reduce Archer and Crossbowman Range to 1, just like Slingers and Machine Guns. Field Cannons can retain their 2 Range as I have no problems with a bunch of Cannon ripping Musketmen to shreds.
So.
1. Reduce Archer and Crossbowman Range to 1. Reduce Melee Strength by 5.
2. Alter the Garrison promotion to give +1 Range when on a District Tile. Gives new incentive to place forward Encampments.
3. Add more Support Units in the Classical Era.
Shieldbearer: Adds +10 Strength when defending against melee attacks (not attacks from melee units - any melee attack).
Reserves: May only link to Melee-class units. Caps all damage taken per turn to 20. Any additional damage is instantly healed, if the unit survives the attack.
A lot of experienced players and YouTubers will say that Ranged Units are too strong. Particularly, Archers are too Strong. I'd say, maybe. Slingers are not too strong. Machine Guns are not too strong. So it's really the Archers and the Crossbowmen that are the cause of all the grief, and mainly against AI who have no idea how to array or protect their troops. We'll have to host and watch a bunch of MP matches in war to see what's really what, but in the meantime, it sounds like it makes sense to simply reduce Archer and Crossbowman Range to 1, just like Slingers and Machine Guns. Field Cannons can retain their 2 Range as I have no problems with a bunch of Cannon ripping Musketmen to shreds.
So.
1. Reduce Archer and Crossbowman Range to 1. Reduce Melee Strength by 5.
2. Alter the Garrison promotion to give +1 Range when on a District Tile. Gives new incentive to place forward Encampments.
3. Add more Support Units in the Classical Era.
Shieldbearer: Adds +10 Strength when defending against melee attacks (not attacks from melee units - any melee attack).
Reserves: May only link to Melee-class units. Caps all damage taken per turn to 20. Any additional damage is instantly healed, if the unit survives the attack.