[GS] OMG, Anti-Cav are still (really) Broken!

1) Add a few points of strength to most AC units
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Possible problem: As there wouldn't be a clearly stronger unit line, the importance of units would shift by era, you may have to switch your focus from melee to AC and back each era.
I'd say, this is entirely conform with the original design approach, supports it ("holes" in the tech tree).

And more a solution than a problem: the acquired EXP points could be distributed among more units! Highly experienced & promoted units (often fully upgraded) are _the issue_ for the AI.

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Be careful since AC get +10 vs melee which mean 1 promotion each, melee could go from +10 strength advantage to a +7 and later this can drop to +4 if the anti cavalry defending or even negative with other promotions.

I'm okay with that. The innate +10 vs AC means a base 20str warrior (maintenance free, 40 prod) vs 25str base spearman (1 gpt, 65 prod) results in a +5 advantage for the warrior, all other factors being equal.

That makes exactly 0 sense.

Now I'm okay with the nature of defensive bonuses (terrain, fortification) giving units an edge, but the problem remains this affects all units equally and there's no way to force an enemy to attack. If a warrior faces an entrenched spearman, it'll just not attack or simply go around.

That's why I'm a big proponent of an overriding ZoC for AC whereby enemy units cannot move or attack in squares adjacent to an AC unit once they have entered into that AC's ZoC. That is, if you enter into an AC's ZoC, you must either attack that AC or retreat .
With this in place you could absolutely give AC something like a -5 on attack.
 
The early game units are going to be hard to balance due to only two units being available at the time, and while warriors beat spears they do lose to chariots so the balance is not completely off. The issue is as usually that anti cavalry is compared vs melee units which are their counter. Spearman maybe cost too much for its time and maybe should cost 60 like Archers but you are not supposed to build spearmen to beat warriors but Heavy chariots.

Im not really sure why all this melee vs anti cavalry come from, without adding in the other unit types, just melee vs anti cavalry will draw wrong conclusions.

Now I'm okay with the nature of defensive bonuses (terrain, fortification) giving units an edge, but the problem remains this affects all units equally and there's no way to force an enemy to attack. If a warrior faces an entrenched spearman, it'll just not attack or simply go around.
The Point is not to force the enemy to attack, it is to keep enemies away from other units, especially ranged and siege units and if the unit is next to the enemy you do gain some flanking bonus and you can Always attack the enemy unit to kill it. Unit placement is pretty important for how valuable they are, a sperman on a random hill wont do much but one placed in a choke Point can be much more annoying. Also units should not operate alone but in Groups.
 
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The Point is not to force the enemy to attack, it is to keep enemies away from other units, especially ranged and siege units and if the unit is next to the enemy you do gain some flanking bonus and you can Always attack the enemy unit to kill it. Unit placement is pretty important for how valuable they are, a sperman on a random hill wont do much but one placed in a choke Point can be much more annoying. Also units should not operate alone but in Groups.

If a friendly Archer and Spearman are in formation and next to eachother, and an enemy enters into ZoC on them, there is nothing to prevent the enemy from ignoring the Spearman and just either going around, or attacking into the Archer instead.

If Terrain makes the Spearman the only attackable target (extremely limited scenarios), then the friendly Archer is possibly unable to attack as well.
 
I have a warrior and a spear approaching an AI archer.
The AI archer will shoot the warrior unless the spear is at -45 HP.
Yes it’s not MP and yes this does not really change viewpoints, but it’s nice to know I guess.
Sword targeted over pike.
If you think about it, spears are better at city sieges and are not target by ranged....
So maybe this is the spears advantage. Higher basic strength.
 
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If a friendly Archer and Spearman are in formation and next to eachother, and an enemy enters into ZoC on them, there is nothing to prevent the enemy from ignoring the Spearman and just either going around, or attacking into the Archer instead.

If Terrain makes the Spearman the only attackable target (extremely limited scenarios), then the friendly Archer is possibly unable to attack as well.
Two units is not much to come with, even in the early game. Also the frontline don't have to be spearmen, you can use Heavy chariots that cost the same as spermen but destroys warriors. The Point is you don't build a wall by leaving big gaps in it so if your frontline have big gaps in it, it wont work, but if it don't have gaps, the enemy options are going to be limited.
 
I just looked up unit upkeep, not sure if it is viable as lever for unit balance, but here are the facts:
  • most units have an upkeep that is directly tied to their era (ancient=1, information=8)
  • ships, planes and all land units follow the same principle
  • warriors, slingers and scouts are free from upkeep (we might call them "proto-ancient")
  • there are some minor exceptions (pikes, skirmishers and machine guns are 1gpt cheaper than the rule, knights and frigates 1gpt more expensive). this seems to happen when an "elite" unit (knight, frigate) falls in the same timeframe as it's less prestigious counterpart (pikes, courser, caravel). AT crews are inexplicably cheap (4 vs expected 6)

We might do the following changes:
  • spearmen 1 -> 0
  • pikeman 2-> 1
  • pike&shot 4->2
  • AT crew 4 -> 3
  • modern AT 8-> 4
This would make AC/AT units constantly about half as expensive than their "nobler" counterparts.
Together with a maybe 30% discount on the initial purchase cost, they'd have a niche without much of a combat/design change!
But would they become too abundant?

Regarding the paradoxon that spears aren't desireable vs warriors in the early game:
Making spears free of upkeep and making them cost 40:c5production: like warriors would result in a much more viable choice IMO. Warriors would still beat spears by 5:strength:, but they'd be equal or inferior in every other aspect. I doubt beelining them would be attractive with any smaller change.

The pike vs sword comparison would certainly profit from a price+upkeep reduction on pikes (currently both 2 upkeep, but double initial price for pikes)

pike&shot might need a minor nerf (-5:strength:) if we'd reduce the price, due to being the only AC unit that can compete with melee or horses on the power curve.

In later eras, AT and modern AT could be imagined as militia/guerilla troops with RPG's, adding some flavor to their price reduction. Note that in present day reality, hidden RPG infantry poses a much bigger threat to tanks than APC's (even if the APC's have 1 or 2 AT missiles).

More abundant AC units would also help against the dominance of cavalry while making melee units more attractive at the same time (more spears around to beat).



The more I think about it, the more I consider a price and upkeep reduction as the most flavorful way to rebalance AC units.
 
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Two units is not much to come with, even in the early game. Also the frontline don't have to be spearmen, you can use Heavy chariots that cost the same as spermen but destroys warriors. The Point is you don't build a wall by leaving big gaps in it so if your frontline have big gaps in it, it wont work, but if it don't have gaps, the enemy options are going to be limited.

Having Heavy Chariots do a better job than Spears at what you're proposing is or should be the Spear's function doesn't make any sense.
 
I think the AC v Melee comparison is pretty logical. They're both foot units with a lot of bonuses that apply to both in the realm of attacking walls, oligarchy, etc. AC are supposed to be great cav counters but as is recounted in this thread they aren't very good at that; plus AC don't get to exclusively attack cav, no unit can solely rely on attacking one thing. Since melee really outshine AC in the "everything else" department it's just a logical line of inquiry if you're better off dropping AC.

Again, a tank hits another tank just as hard as an AT crew does and moves twice and fast and hits all other units for +10 over the AT. For a mere 20% more production + 1 oil. Maybe you can't make 20 tanks but in the realm of 4-6 you definitely can.
The cost difference between legions and regular swords is over 20%, for goodness' sake. If we just chalk the +2:c5moves: movement up to oil, can I have my legion unit lose the builder charge and get 46:c5strength: instead?

I don't think the current scale of civ6 battles is as conducive to a cost based balancing as it is to strength based balancing. At least for something the devs might actually change. Since we don't currently see a huge P&S or At crew spam, I am quite confident that spears+pikes getting boosted to 30 & 45 respectively would do great things for combat. (Swords still beat pikes for half the price. You might have to actually build pikes in the middle ages! Gasp! the horror!). Extending the same logic to making AT+infantry 75 and Modern AT 85 (at least give these guys some love!) would fully round out the cast.
If it makes medieval cav falter too hard, we can always round their strength to an even 45 & 50 so things are generally consistent through the ages. (I would also love to see 85:c5strength: helos but I'm drifting...) Hey, the Black Army was 50 strength in the Hungary reveal video. Just saying, there's precedent.

Insofar as cost goes, it is a noble goal and i would love to see a lost of cost rebalancing in the game, but +10:c5strength: is a 50% attack and defense bonus. So to balance two identical units at X and X+10 strength, the weaker unit needs to be about half the price - because the stronger unit expends 1.5x less HP to kill 1.5x more unit. Total efficiency ~2.25x. If you think it should only be a 1.5x factor, ask yourself: If you could build either a Tank or a Modern Armor, which do you make? A tank costs 480 vs MA's 680, 70% of the price. A 1.5x factor would suggest a 33% cost reduction or about 460:c5production:. That's incredibly close - does anyone think Tanks and modern armor are that close in combat?
Similarly, swords vs military tactics UUs like the khevsureti - 90:c5production: vs 160:c5production: for about +10:c5strength:. Shouldn't even be in the ballpark, everyone should prefer swords.
Units in general go up 10 strength per era and the cost rises extremely fast for most of the game. Yet we all rush for upgraded units...

I mention this because if you have an equal amount of production split between two armies, one of stronger and one of weaker units, the stronger units will generally win on the field most of the time. They have a lot of advantages in healing, attacking, the fact that civ6 fights don't all occur on an infinite featureless plain, and so on. And then there's stuff like the strong units can kill off a weaker unit faster than the reverse on all but totally open terrain, so the next turn the weaker army has to counterattack with a reduced force.

Anyways, Strength buffs FTW
 
Having Heavy Chariots do a better job than Spears at what you're proposing is or should be the Spear's function doesn't make any sense.
It make sense that Heavy chariots beat warriors harder than spears..

I think the AC v Melee comparison is pretty logical. They're both foot units with a lot of bonuses that apply to both in the realm of attacking walls, oligarchy, etc. AC are supposed to be great cav counters but as is recounted in this thread they aren't very good at that; plus AC don't get to exclusively attack cav, no unit can solely rely on attacking one thing. Since melee really outshine AC in the "everything else" department it's just a logical line of inquiry if you're better off dropping AC.
Both the melee and anti cavalry line is pretty weak currently, sure better now than Before but melee units are simply outclassed by cavalry and more so as the game progress and the siege advantage melee have is lost while anti cavalry while do better against cavalry have issue with melee units.

I don't think the current scale of civ6 battles is as conducive to a cost based balancing as it is to strength based balancing. At least for something the devs might actually change. Since we don't currently see a huge P&S or At crew spam, I am quite confident that spears+pikes getting boosted to 30 & 45 respectively would do great things for combat. (Swords still beat pikes for half the price. You might have to actually build pikes in the middle ages! Gasp! the horror!). Extending the same logic to making AT+infantry 75 and Modern AT 85 (at least give these guys some love!) would fully round out the cast.
If it makes medieval cav falter too hard, we can always round their strength to an even 45 & 50 so things are generally consistent through the ages. (I would also love to see 85:c5strength: helos but I'm drifting...) Hey, the Black Army was 50 strength in the Hungary reveal video. Just saying, there's precedent.
Past the early game, it is pretty much cavalry + siege spam. The issue is the other units are simply too slow which make them vulnerable and also harder to use while cavalry can flank, snipe damaged units, pillage, retreat quickly and also move to one end of the map to the other. Siege units which include naval and Aircrafts are the only good way to get rid of defence as infantry and cavalry both perform poorly here.
 
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It make sense that Heavy chariots beat warriors harder than spears..

You're proposing putting Heavy Cav on the front lines instead of AC. The front line is there to provide protection for your other units, like by your own admittance, Ranged and Seige. So on the Front Lines, you have Heavy Cav because the enemy brought Melee to the front. Well what if they enemy tries to counter, and brings AC? Well, you wouldn't bring AC of your own to fight AC, you'd bring Melee. Well now your enemy wouldn't want AC either, since they'll get crushed by your Melee, so your enemy brings his own Heavy Cavalry.

NOBODY BRINGS AC! Just Heavy Cav and Melee. Kinda like, you know, the current iteration of combat. And therein lies the problem.
 
NOBODY BRINGS AC!
Well you said this Before:
Well what if they enemy tries to counter, and brings AC?
So here you are giving atleast one situation in which the enemy bring in AC.

You're proposing putting Heavy Cav on the front lines instead of AC
Heavy cavalry is superior to melee units as the mobility make a huge difference that melee units can pretty much never make up for. The only reason to use melee units if you the enemy bring in anti cavalry and if it is like you say, that nobody use anti cavalry, there is no reason to use melee units past warriors and maybe swordsmen, but swordsmen is already outclassed by horsemen and its only advantage other than destroying anti cavalry is to attack walled cities but you probably going be better of building proper siege units than can also be upgraded later on. Another advantage with melee/anti cavalry line over cavalry is they get their production cards earlier but with careful management and use of upgrading this can be pretty much nullified..
 
Well you said this Before:

So here you are giving atleast one situation in which the enemy bring in AC.

It's a proposition argument... You know what nevermind.

You give reasons why people would want to bring Cav. There are reasons why people would want to bring melee.

There are no reasons why people would want to bring AC. Hence, problem.
 
And of course HC can fortify, damn clever horses if you ask me.
To me, the horses aren’t fortifying: they are concealing themselves BETWEEN the woods or hills to surprise the enemy; because I consider woods and hills to represent multiples, not individual features.

Just as a unit of pikes couldn’t deploy within a wood. How are you going to level those pikes?

Otherwise I would have an immersion fracture and not be able to make sense of it.

Poorly stated, sorry.
 
Just a thought, and this might be niche, but are infantry sometimes better than HC on certain map types? If I'm playing islands or small continents, I imagine melee + navy would be much more effective with melee's amphibious and commando abilities. But I guess people hate playing conquest on other than pangea or large land masses.
 
Past the early game, it is pretty much cavalry + siege spam. The issue is the other units are simply too slow which make them vulnerable and also harder to use while cavalry can flank, snipe damaged units, pillage, retreat quickly and also move to one end of the map to the other. Siege units which include naval and Aircrafts are the only good way to get rid of defence as infantry and cavalry both perform poorly here.

Like I said earlier, it should be obvious the +10 tanks have over everything is too much. But it's not tank strength that's too high, it's infantry strength that's anomalously low in the modern era. If the difference were 5 points things would work very well.
And of course HC can fortify, damn clever horses if you ask me.
I think long term, making AC work will be 75% of the battle, and the last mile will be stripping some of the hidden utility power -fortify/terrain defense, ZOC ignore, etc from HC/LC. You can't have combat and move advantages for minimal production differential plus all the utility upsides. On an open field, HC at +5:c5strength: will sweep away everything that isn't nailed down. For all the ZOC talk, i would feel a lot happier if HC suffered ZOC but LC didn't, to give an actual reason to use LC (which are just as fast as HC but weaker.)

I imagine melee + navy would be much more effective with melee's amphibious and commando abilities.
The strength and movement advantage of HC is pretty much just too much to overcome. River defense is a +5 modifier. HC is usually 3-5:c5strength: stronger than same-era infantry. It's like they have amphibious for free.
This is why stripping some of their defensive properties around getting terrain/fortify would be a good separator move - defending an entrenched hill fortress, use foot troops. Fighting over a desert? Roll in the tanks.
 
Just to put it out there, I dont think there's anything wrong with cavalry being much better than infantry. Nothing wrong with "the only reason to build infantry is to because if ac", either. That's just the nature of any rock-paper-scissor system. There are of course other reasons to build infantry as well like they're available sooner and are cheaper than cavalry. Sure, ultimately you'd want to switch to cavalry, but coming up against ac, you'd lose.

The only reason I build ac is to counter cavalry.

The only reason i build infantry is to counter the ac that are countering my cavalry.

I'd love to blaze through with cavalry if not for those thorny ac units defending against my attack.

Sounds like a healthy dynamic to me. Of course the balancing of stats is not perfect and can be improved, but there's nothing wrong with the nature of this dynamic.
 
I think the AC v Melee comparison is pretty logical. They're both foot units with a lot of bonuses that apply to both in the realm of attacking walls, oligarchy, etc. AC are supposed to be great cav counters but as is recounted in this thread they aren't very good at that; plus AC don't get to exclusively attack cav, no unit can solely rely on attacking one thing. Since melee really outshine AC in the "everything else" department it's just a logical line of inquiry if you're better off dropping AC.

Again, a tank hits another tank just as hard as an AT crew does and moves twice and fast and hits all other units for +10 over the AT. For a mere 20% more production + 1 oil. Maybe you can't make 20 tanks but in the realm of 4-6 you definitely can.
The cost difference between legions and regular swords is over 20%, for goodness' sake. If we just chalk the +2:c5moves: movement up to oil, can I have my legion unit lose the builder charge and get 46:c5strength: instead?

I don't think the current scale of civ6 battles is as conducive to a cost based balancing as it is to strength based balancing. At least for something the devs might actually change. Since we don't currently see a huge P&S or At crew spam, I am quite confident that spears+pikes getting boosted to 30 & 45 respectively would do great things for combat. (Swords still beat pikes for half the price. You might have to actually build pikes in the middle ages! Gasp! the horror!). Extending the same logic to making AT+infantry 75 and Modern AT 85 (at least give these guys some love!) would fully round out the cast.
If it makes medieval cav falter too hard, we can always round their strength to an even 45 & 50 so things are generally consistent through the ages. (I would also love to see 85:c5strength: helos but I'm drifting...) Hey, the Black Army was 50 strength in the Hungary reveal video. Just saying, there's precedent.

Insofar as cost goes, it is a noble goal and i would love to see a lost of cost rebalancing in the game, but +10:c5strength: is a 50% attack and defense bonus. So to balance two identical units at X and X+10 strength, the weaker unit needs to be about half the price - because the stronger unit expends 1.5x less HP to kill 1.5x more unit. Total efficiency ~2.25x. If you think it should only be a 1.5x factor, ask yourself: If you could build either a Tank or a Modern Armor, which do you make? A tank costs 480 vs MA's 680, 70% of the price. A 1.5x factor would suggest a 33% cost reduction or about 460:c5production:. That's incredibly close - does anyone think Tanks and modern armor are that close in combat?
Similarly, swords vs military tactics UUs like the khevsureti - 90:c5production: vs 160:c5production: for about +10:c5strength:. Shouldn't even be in the ballpark, everyone should prefer swords.
Units in general go up 10 strength per era and the cost rises extremely fast for most of the game. Yet we all rush for upgraded units...

I mention this because if you have an equal amount of production split between two armies, one of stronger and one of weaker units, the stronger units will generally win on the field most of the time. They have a lot of advantages in healing, attacking, the fact that civ6 fights don't all occur on an infinite featureless plain, and so on. And then there's stuff like the strong units can kill off a weaker unit faster than the reverse on all but totally open terrain, so the next turn the weaker army has to counterattack with a reduced force.

Anyways, Strength buffs FTW

I’m not sure a Unit with half the strength of one means it should be half the cost (if that’s what you’re saying). First, cheaper is itself an advantage in Civ, because your unit comes out faster. A cheaper weaker AC unit will always beat a Knight or Tank that hasn’t actually finished been built yet...

Second, just having more units is an advantage - flanking and support bonuses; ability to retreat and cycle units; more ability to occupy strong terrain.

Third, Oligarchy. It applies per unit, so having more units potentially better leverages the bonus. eg if you have one unit, it gets +5; but if you have two units, each gets the +5, meaning you’re getting +10 overall. (It’s a bit trickier than that because of how combat relative combat strength works, but that’s the broad idea).

I think AC should be “cheaper”. But how much cheaper is a tricky question, and probably isn’t enough to buff them by itself.
 
Third, Oligarchy. It applies per unit, so having more units potentially better leverages the bonus. eg if you have one unit, it gets +5; but if you have two units, each gets the +5, meaning you’re getting +10 overall. (It’s a bit trickier than that because of how combat relative combat strength works, but that’s the broad idea).
The combat formula works out such that 1 point of strength increases the combat factor by exp(1/25) or 1.041x, multiplicative. So while 0 is 1x, and +30 is 3.3x, +10 is always ~1.5x combat factor (technically it's like 1.492x iirc.)
So
0 - 1x
10 -1*1.49 = 1.49x
20 -1.49*1.49 = 2.22x
30 - 2.22*1.49 = 3.33x

So changing the strength of two units by the same amount won't change the combat relation between them, because you've just increased both sides of the equation by the same amount. If you only change one unit's strength, it doesn't matter what the existing strength difference between it and its target is, it will simply hit 1.16x harder than before.

Essentially there's no combat advantage in the math of having more dudes, again, excepting various tactical bonuses like support/flank and stuff. What i was trying to say is that balancing a unit line to be weaker purely on cost will give results that will look unpalatable to players even if they are correctly balanced numerically.

I think AC should be “cheaper”. But how much cheaper is a tricky question, and probably isn’t enough to buff them by itself.
If you line up the strength of the foot units in most eras, the efficiency of using melee against anti cav when it's "just" +10 difference (instead of our favorite +21 sword on spear genocide) is massive, and you could still make AC appreacible cheaper than melee and cav without messing up the balance at all.

Basically I read a bunch of posts here where people liked the idea of AC being cheap and less so on them being the same strength, and my last post was just to underline that if you don't bring their strength up they really won't work well unless you make them ridiculously cheap. Like janissary tier.

~~That said, while out in the farm field yesterday, I was thinking "wouldn't it be awesome if you could have a government like Monarchy give you the ability to "levy" anticav+ranged units from your own cities during war, at the cost of maybe pop+normal army maintenance/production cost being much higher? (Say, must be in war, levy grants 1 unit per X pop max 4, costs 1 pop per unit levied, units are AC/Range/AC/Range at W/X/Y/Z+ pop) then they disappear after 30 turns. Or a policy that let you apply food growth towards production of AC units. Levy them peasants!
 
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