Cadaveres said:I would call axeman -> soldier or something like that, and champion -> elite infantry
The main problem with the defender line If combat promotions weren't so strong and if it wasn't so easy to promote a unit to combat 5, the archery line would have more sense, but as it stands it is little more than elven flavor.
So while I understand your design reasons in the changes you made, Kael, I can't really appreciate them from a strategic point of view.
One big and unbalancing component in all this matter, as I said in the Drill thread, is that Combat promotions and experience are overpowered in FFH, which makes archery units less important. If combat promotions weren't so strong and if it wasn't so easy to promote a unit to combat 5, the archery line would have more sense, but as it stands it is little more than elven flavor.
So while I understand your design reasons in the changes you made, Kael, I can't really appreciate them from a strategic point of view.
The main problem with the defender line (Archers), like I said, is that it's the most underpowered of the game. I see 6 lines here:
- melee
- recon
- mounted
- divine
- arcane
- archery
The first two have units buildable right from start. This means you will have a decent amount of units level 3+ (10+ xp) before Archery is even discovered. In my case, it is very common to have several combat 5 warriors and at least a coupla combat 5 scouts or later even more combat 5 hunters, before I discover Archery. These units can later be upgraded and retain both their xp points and current promotions. Divine and Arcane units gain experience with time, so you will always have a decent amount of experienced units of this kind. Mounted units are very offensive, so even if they come later (still NOT as late as archery units), it won't be hard to have a decent number of experienced units. Mounted units are easier to loose, but those who resist the lower levels will be quite strong. Now... the archery line has a big problem. It is very weak offensively (an adept has sometimes better chances at winning vs a Goblin than an Archer) and due to the tech tree they come very late. Melee and Recon like I said from the start, Horsemen are on the way to Trade, Adepts one tech from Writing (quite appreciated ^^), and Divine units really don't need to come early due to their potential. But anyways I generally discover Priesthood before Archery. Archery is too late in the tree (also because in an uninteresting position) and by the time you can build Archers (don't forget you also need to build archery range to have them...) they will gain xp very slowly because of their low offensive potential. This means that in most cases an experienced Melee unit will do a better job at defending a city than an archery unit, at least against strong opponent units. You can upgrade a warrior to an archer but you will most likely end up with unappropriate promotions. This is why I really LOVED Flurries, because they could use those early combat 5 promotions from a warrior (but I do agree with you that melee units becoming defensive -Shield Wall, not Phalanx who looked offensive to me - was a bit fuzzy). One big and unbalancing component in all this matter, as I said in the Drill thread, is that Combat promotions and experience are overpowered in FFH, which makes archery units less important. If combat promotions weren't so strong and if it wasn't so easy to promote a unit to combat 5, the archery line would have more sense, but as it stands it is little more than elven flavor.
So while I understand your design reasons in the changes you made, Kael, I can't really appreciate them from a strategic point of view.
Maybe a way to make archers more powerful defenders would be to stop them from needing the archery range to be built. Then for every turn the archer spends in a city with and archery range they gain exp up to a certain level, then to increase their exp beyond that level you need a bowyer which will give them exp up to another certain level. If this needs balancing to stop them from becoming to strong attackers they could not get exp from fighting, only from practicing in town, to give you a reason to keep them at home or they could have 0 attack or something.
The only exception i think would be the ljosalfar, i think attacking archers fit well with their theme.
I dont understand how the early start doesn't apply to archers as well. Warriors upgrade to archers so if you have a 3rd level warrior you can make him an archer as easily as an axeman. There isn't any inherent loss just because his unitcombat changes in the upgrade.
As for the drill being weak, i disagree, it alread scales with the other promotions... if it is easy to get cs5 unit that give 100% strenght, try getting drill after it and you will change your opinion of underpowered promotion...
Of course there is (hence my post)![]()
Early units can only be promoted with combat, which is not the best promotion for an archery unit defending the city. Sure it can help, but I'll always prefer to upgrade to another melee unit, since thanks to those promotions he is likely to earn more xp killing units that try to pillage my plots rather than just sitting in the city and defending (less xp), and on the long run he will be much more effective, especially with metal promotions.
Your own statement contradicts you, the fact that you suggest taking drill AFTER combat 5 means that Combat 1-2-3-4-5 are more important. And I do agree. Not in Civ4 though, believe me.