National Units blocking Regular production

Worse is when an Azer pops up in the middle of your empire out of nowhere, and the city in the middle has 1 defender.
 
What I found you can do with the knights is que all the available knights and then the lesser units will become buildable. You can then insert the lower units in the build que. I had to do this when wanting some horse archers before making the knights.

I do agree that loosing the ability to build Soldiers of Kilmorph once you are able to build paramanders is annoying. I seem to recall that is wasnt always this way.
 
Better yet, Hippus horse archers and knights cannot get flanking 3. You'll have to promote a horseman who has them. I don't think knights get immunity to first strikes intrinsically so it is pretty important. And obviously you'll have to create the horsemen after you have nightmares and sheut stones to maximize their power.

But even then an unpromoted weak scout has a chance of killing a drill 4, combat 5, flanking 3 knight at full health in one epic fail of a roll. And if you cannot build more horsemen or have flanking 3 horse archers stocked, you are stuck with 3 mediocre and 1 useless knight for the rest of the game.
 
I think many of the units shouldn't obsolete. In the world of Erebus, in many cases a northern border city's greatest threat is goblin raiders coming from the depths of the tundra/snow you can't be bothered to colonize, and a few bronze/iron wielding warriors, or an archer or two, will totally suffice, whereas a larger hammer investment just to defend against occasional raiders isn't worth it.

I think there should never be a time where 1) I cannot build my generic fighters/archers and 2) a new limited-number unit, like Knights, overrides a useful unit like Horse Archers. Both of these are bad, and limit a player's strategic options rather than extending them.
 
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