G I don't want to dismiss your experience lightly, but this seems pretty condescending. If the game isn't fun for a lot of people, that seems like there's an issue to be addressed.
I'm not saying we should just drop this change without testing it. I intent to give it a try before I give my view on the subject.
I don't think this is something that is just going to go away though. Whether or not the change is good for balance, I think it's important that people feel their experiences playtesting are being taken into account. If the community doesn't feel it is being listened to, that creates resentment and can make it difficult to discuss the subject - or to let it go.
Wasn't trying to be condescending - my point was that some playtesting will have players get used to the 'shock' of it being range 1, so we can actually see if it shakes up early war. Not that the change is permanent, but that the knee-jerk reaction is impermanent.
Given that you did not test any of the other proposed changes (weakening RCS, malus towards cities) before fundamentally changing the mechanic - 2 range - you'll have to get used to those of us who hate it continuing to vocally state it and request testing the alternative.
I didn't just propose reducing the archer's power towards cities, I also proposed doing so in general. Would a 6/5 archer with a malus towards cities result in humans exclusively building archers? A 6/4 archer? I don't think so.
That wasn't tested. You just made the change. Despite a vocal segment of players protesting it. Fine. You're the man when it comes to Vox Populi. But it's not a universally popular decision and I'm not just going to shut up about it.
You don't know what I did and did not test, and I would advise against assuming what I've done.
By unanswerable, do you mean cities can't answer it? Spearmen or horsemen answer it the same way tercio or knights answer 2 range units.
The only dynamic that changes between the ancient era and classical era is the range of cities. I really don't see how cities starting at 1-range is AI-friendly at all. They basically never rush early enough to take advantage of it, but humans can use it to grief the AI. This patch you can still chariot rush pre-walls, the same way you used to archer rush, if the terrain is reasonable.
Yes, but even beyond that, archer placement in the tech tree creates a dynamic in which the strongest ancient era unit is available with minimal effort.
IMO, it is far more thematic and 'interesting' for the ancient era to be a melee-centric era. It is a brief but dangerous window in which war is visceral and close, with clubs, spears, and hand-axes.
I think reducing archer hammer cost to that of warriors would solidly place them in the 'chaff' role they deserve in the ancient era, and would open up some new strategies in the ancient era for rushes.
As others, including you, have said, reducing archer RCS but keeping them at range 2 simply extends the duration of a siege, but doesn't alter the outcome. I'm reluctant to change cities back to range 2 because, as noted above, I think it opens up a unique window for early conquest. And yes, the AI does use it, I've seen it multiple times.
This isn't a permanent change, but I think it is a more flexible one than altering city range or tweaking numbers.
G