Hate to say it, but looking back at the discussion I sort of feel that we've taken something that was supposed to be a minor feature and blown it up considerably. Balancing the knightly orders will be very hard, but considering that the Wild Haven already gives a serious boost to Cavalry that might be a moot point.
My thoughts on your thoughts:
Justicar - Fair enough. +1 Holy will be a good bonus in early game, and +25 versus demons is nice in the late. Though only one civilization have access to demon units. The anti religion capture is nice fluff, but won't make much impact on the outcome of the game.
Templar - Dismounted get +30% city defense? Bit of micromanagement but sounds good. +25% versus vampires is nice fluff.
Steelsworn - Please elaborate. Defensive bonuses? Dwarven weapons?
Emerald Knight - Simply granting Woodsman 1 promotion might be better (though a bit boring). No totems! That's what Wild Haven is for. Perhaps a +25% bonus against undead?
Raubritter - Not very fluffy. CoE seems not much into plunder. 25 gold version of Flare/Charm seems a bit weak. These guys will be a quick way to spread the religion into new cities. Perhaps pay 100 gold to eliminate all other religions in the city? Or cause unrest? Spy mission?
Abysswalker - Weird name, especially since it's on a mount. Waterwalking on a cavalry unit is pretty awesome. Revolt protection is less powerful, but very handy when on the offensive (no downtime for captured cities).
Black Knight - Sounds perfect. Good balance against Justicars. Extra plus for not eliminating enemy religions to symbolize resistance movement.
Dragon Knight - Fear? How about +1 Fire and Fire Immunity instead? Retreating into a burning forest to heal up sounds like a good advantage. The Clan might be upset that the dragons are moving into their ex-goddess territory though. Pillage bonus sounds appropriate too.
Agnostics - Well they would essentially be elite military units, of civilizations with very little in common. Cavalry has traditionally been used as either skirmishers, and scouts, (light cavalry) or used to counter heavy infantry (heavy cavalry). Perhaps some mechanic that lets the unit switch between these functions? +Sight +Retreat chance versus -movement +Bonus versus melee?
Of course it's all up to Ahwaric since he's the one doing all the work.
My thoughts on your thoughts:
Justicar - Fair enough. +1 Holy will be a good bonus in early game, and +25 versus demons is nice in the late. Though only one civilization have access to demon units. The anti religion capture is nice fluff, but won't make much impact on the outcome of the game.
Templar - Dismounted get +30% city defense? Bit of micromanagement but sounds good. +25% versus vampires is nice fluff.
Steelsworn - Please elaborate. Defensive bonuses? Dwarven weapons?
Emerald Knight - Simply granting Woodsman 1 promotion might be better (though a bit boring). No totems! That's what Wild Haven is for. Perhaps a +25% bonus against undead?
Raubritter - Not very fluffy. CoE seems not much into plunder. 25 gold version of Flare/Charm seems a bit weak. These guys will be a quick way to spread the religion into new cities. Perhaps pay 100 gold to eliminate all other religions in the city? Or cause unrest? Spy mission?
Abysswalker - Weird name, especially since it's on a mount. Waterwalking on a cavalry unit is pretty awesome. Revolt protection is less powerful, but very handy when on the offensive (no downtime for captured cities).
Black Knight - Sounds perfect. Good balance against Justicars. Extra plus for not eliminating enemy religions to symbolize resistance movement.
Dragon Knight - Fear? How about +1 Fire and Fire Immunity instead? Retreating into a burning forest to heal up sounds like a good advantage. The Clan might be upset that the dragons are moving into their ex-goddess territory though. Pillage bonus sounds appropriate too.
Agnostics - Well they would essentially be elite military units, of civilizations with very little in common. Cavalry has traditionally been used as either skirmishers, and scouts, (light cavalry) or used to counter heavy infantry (heavy cavalry). Perhaps some mechanic that lets the unit switch between these functions? +Sight +Retreat chance versus -movement +Bonus versus melee?
Of course it's all up to Ahwaric since he's the one doing all the work.
