Playciv2948
Chieftain
- Joined
- Dec 16, 2007
- Messages
- 21
Lets face it, Archery units for the most part go unused. When was the last time you rushed Feud for Longbow? Or were stuck in a city with a bunch of archers while your land was crushed? Here is what I propose:
New promotion line for Archery units:
Bombard I 1% dmg to city defense
Bombard II 2% dmg to city defense
Bombard III 3% dmg to city defense
Bombard IV 5% dmg to city defense
Bombard V 7% dmg to city defense
Shoot I 1% dmg to units in next room
Shoot II 2% dmg to units in next room
Shoot III 3% dmg to units in next room
Shoot IV 5% dmg to units in next room
Shoot V 7% dmg to units in next room
Collateral I 1% collateral dmg
Collateral II 2% collateral dmg
Collateral III 3% collateral dmg
Collateral IV 5% collateral dmg
Collateral V 7% collateral dmg
Range I (requires combat I)
Range II (requires combat I, II)
New Unique Units:
Scout replacement, access to Shoot
Hunter replacement, access to Collateral
Ranger replacement, access to Shoot
Axe replacement, access to Collateral
Disciple replacement, access to Bombard
Priest replacement, access to Bombard
Archer replacement, 2 movement
Archer replacement, starts with Range I
Longbow replacement, starts with 2 movement
Longbow replacement, starts with Range II
Marksmen replacement, access to all Archery promotions, starts with Range II
I'm sure we can come up with other uses/replacement units, but lets start by getting Archery units back in the game and offense. 1, 2, 3, 5, 7 are optional %s of course, how powerful it should be further tested (with stacking and without?) so don't bother arguing strength yet.
New promotion line for Archery units:
Bombard I 1% dmg to city defense
Bombard II 2% dmg to city defense
Bombard III 3% dmg to city defense
Bombard IV 5% dmg to city defense
Bombard V 7% dmg to city defense
Shoot I 1% dmg to units in next room
Shoot II 2% dmg to units in next room
Shoot III 3% dmg to units in next room
Shoot IV 5% dmg to units in next room
Shoot V 7% dmg to units in next room
Collateral I 1% collateral dmg
Collateral II 2% collateral dmg
Collateral III 3% collateral dmg
Collateral IV 5% collateral dmg
Collateral V 7% collateral dmg
Range I (requires combat I)
Range II (requires combat I, II)
New Unique Units:
Scout replacement, access to Shoot
Hunter replacement, access to Collateral
Ranger replacement, access to Shoot
Axe replacement, access to Collateral
Disciple replacement, access to Bombard
Priest replacement, access to Bombard
Archer replacement, 2 movement
Archer replacement, starts with Range I
Longbow replacement, starts with 2 movement
Longbow replacement, starts with Range II
Marksmen replacement, access to all Archery promotions, starts with Range II
I'm sure we can come up with other uses/replacement units, but lets start by getting Archery units back in the game and offense. 1, 2, 3, 5, 7 are optional %s of course, how powerful it should be further tested (with stacking and without?) so don't bother arguing strength yet.