pineappledan
Deity
The archer line is in a weird spot in the early game, which forces the 2 existing units in Ancient and Classical to be stretched too thinly. I will outline the problem in greater detail, and propose a solution: adding a new slinger unit, unlocked immediately at the game's start.
For most of the game, the Archer line of units is unlocked in the 2nd tier of any era (eg. Crossbows at Machinery, Muskets at Metallurgy). The two exceptions to this are the Archer (Trapping), and Composite Bows (Mathematics). In that time, land combat changes a lot around these two units as many more tools are unlocked. By the time crossbows have come out, Warriors have gone through 2 upgrades, plus swordsmen, which are a half-tier strategic resource-locked upgrade to the standard melee line. This has created a lot of difficulty balancing these two units, either making them overwhelming at their unlock, or completely irrelevant for a long stretch of time before their next unlock brings them into line.
This problem affects the Archer and Composite Bowman in different ways:
I propose to add a new ranged unit unlocked immediately from the start of the game, but NOT given for free: the Slinger.
Slinger unit model by Civitar
Archer would be made a bit stronger and more expensive, and unlocks at Calendar
Comp Bow would also be made a bit stronger/more expensive, and go back to unlocking at Engineering
All ranged units now unlock at 2nd-tier techs in their era.
Current Archer:
Trapping Tech / 55
cost
2
moves / 2
Range
6
RCS / 4
CSCurrent Composite Bowman:
Mathematics Tech / 90
cost
2
moves / 2
Range
11
RCS / 11
CS
New Slinger:
Agriculture Tech / 45
cost
2
moves / 1
Range
6
RCS / 6
CSNew Archer:
Calendar Tech / 70
cost (same as Spearman)
2
moves / 2
Range
9
RCS / 8
CSNew Composite Bowman:
Engineering Tech / 110
cost (10 more than Sword, 25 less than Pike)
2
moves / 2
Range
14
RCS / 13
CS
Compared to the current archer, the Slinger is a bit cheaper, and available immediately, but has the major drawback of 1 range. This is enough for early barbarian hunting, and not much else, but gives you that early tool to handle barbarian incursions. In turn, if barbarians start to spawn slingers it will be like an earlier, weaker axeman. Annoying, but manageable.
Then, at Calendar, you have Archers that have 2 range and enough RCS to be a credible threat to cities if you rush them. They can hold up against spears and horsemen, and even catapults and skirmishers, but will crumple to Swords.
Swords get to keep their dominant niche, but with the later composite bowman unlock and the CS/RCS bump, CBows go from a soft counter to a window-shutter. Swords are still relevant, but they don't have an entire era to rule unopposed. I think they need a nerf, since Crossbows won't be available to resist a sword rush anymore, but I have been saying swords are OP for a long time, even with the current CBows.
As with any change adding a component, it would take a bit of shuffling things around on the tech tree to make it all fit neatly:
To summarize:
There's already a unique slinger unit: The Incan slinger.
I would propose that the Inca be given a unique slinger, with the same unit model and art (the base model is new).
We can name the unit the Waraq'ak (this is a Quechua term for a slinger used in civ 6 for a similar unit). "Slinger" was a pretty generic name for a unit anyways.
Waraq'ak:
With the Inca moved to a unique slinger, there are no unique archers. The best candidate is the Babylonian Bowman, which was a unique archer in Vanilla:
Bowman:
In BNW and until the CBow change, Atlatlist had an early unlock. Currently, the Atlatlist is not any earlier, and the only difference from a base CBow is its unique bonus vs wounded. With the tech change, we can keep them at Mathematics, which is now an early unlock again. It is a high priority tech for the Maya because it unlocks their UA as well:
Atlatlist
Spoiler The problem :
For most of the game, the Archer line of units is unlocked in the 2nd tier of any era (eg. Crossbows at Machinery, Muskets at Metallurgy). The two exceptions to this are the Archer (Trapping), and Composite Bows (Mathematics). In that time, land combat changes a lot around these two units as many more tools are unlocked. By the time crossbows have come out, Warriors have gone through 2 upgrades, plus swordsmen, which are a half-tier strategic resource-locked upgrade to the standard melee line. This has created a lot of difficulty balancing these two units, either making them overwhelming at their unlock, or completely irrelevant for a long stretch of time before their next unlock brings them into line.
This problem affects the Archer and Composite Bowman in different ways:
- Archer:
- Archers oversee a rapidly changing land war, with many new tools unlocking. This means there are many small gradations of time where Archers can either be oppressively strong or pitifully weak.
- Archers unlock 1 tech before Walls, meaning there is a full tech level where they can hit cities with no reprisal. This can be strong enough that a 4 archer rush was proven to be an almost guaranteed method to knock out a nearby AI civ.
- They are your first tool that lets you clear barbarian camps with ranged attacks, letting you fight barbarians without risking damage to your own units
- At late Ancient, spearmen and horsemen come out, which can both deal 60-90% damage to an archer in a single hit. Once horsemen appear, barbarian horses can appear with double-movement through rough terrain and destroy archers in 1-2 hits
- Once walls come up, Archer damage becomes negligible. It's nearly impossible to bring enough archers to bear on a walled city so that it couldn't just heal through the damage. Overall this has resulted in Archers being a unit with a short useful window and anemic stats, even for their unlock.
- Many things have been tried to keep archers from completely dominating that window before walls. nerfing them to 1 range was tried, but people hated it. ultimately, the community settled on nerfing the Archer's base RCS and CS to the point that they could still be used for early barb hunting, but that they weren't viable for taking cities until you had spearmen that could deal better damage to cities.
- Archers oversee a rapidly changing land war, with many new tools unlocking. This means there are many small gradations of time where Archers can either be oppressively strong or pitifully weak.
- Composite Bowman:
- Originally, Composite bows were unlocked at Engineering and they were a bit stronger than they are now. They were brought forward for a few reasons, most prominent of which was that Archers were completely blown away by Horsemen and swordsmen, and simply couldn't survive until late classical.
- Swordsmen needed a soft counter that could deal with them in their window, but bringing the CBow forward had a few drawbacks:
- By weakening the CBow slightly, they couldn't present a harder counter to Swords later on, until the Longsword unlock at Steel
- Weakening them also made them even easier to knock out once knights unlock. They no longer function as a transitional unit into early medieval.
- The power and flavor of unique CBows was hurt considerably by moving them forward. This is most noticeable with the Atlatlist, which used to have an earlier unlock, but now only has a bonus vs wounded to distinguish it from a base CBow
- CBows were the only 2nd-tier unit unlocked in Classical. Without any units in late Classical, combat in Classical goes stale, with no military unlocks for half an era. This also means that the strongest unit in the Classical meta, Swordsmen, stay the strongest unit for longer, making them even more dominant.
- The transition from 1st-line tech to 2nd-line creates a 3 tech level gap between Composite bows and Crossbows. Knights unlock in that window and can completely blow CBows away.
Spoiler Proposed Solution: New Slinger unit :
I propose to add a new ranged unit unlocked immediately from the start of the game, but NOT given for free: the Slinger.
Slinger unit model by Civitar
Archer would be made a bit stronger and more expensive, and unlocks at Calendar
Comp Bow would also be made a bit stronger/more expensive, and go back to unlocking at Engineering
All ranged units now unlock at 2nd-tier techs in their era.
Current Archer:


2


6




2


11


New Slinger:


2


6




2


9




2


14


Compared to the current archer, the Slinger is a bit cheaper, and available immediately, but has the major drawback of 1 range. This is enough for early barbarian hunting, and not much else, but gives you that early tool to handle barbarian incursions. In turn, if barbarians start to spawn slingers it will be like an earlier, weaker axeman. Annoying, but manageable.
Then, at Calendar, you have Archers that have 2 range and enough RCS to be a credible threat to cities if you rush them. They can hold up against spears and horsemen, and even catapults and skirmishers, but will crumple to Swords.
Swords get to keep their dominant niche, but with the later composite bowman unlock and the CS/RCS bump, CBows go from a soft counter to a window-shutter. Swords are still relevant, but they don't have an entire era to rule unopposed. I think they need a nerf, since Crossbows won't be available to resist a sword rush anymore, but I have been saying swords are OP for a long time, even with the current CBows.
Spoiler Tech Housekeeping :
As with any change adding a component, it would take a bit of shuffling things around on the tech tree to make it all fit neatly:
To summarize:
- Give New Slinger to Agriculture
- Move Archer back to Calendar
- Move Composite Bowman to Engineering
- Move the Farming Process to Trapping (Pottery is already a high-value tech with Settlers, so it won't miss it, and Trapping is looking a bit thin)
- Move Catapult to Mathematics
- this was the Catapult's original tech before Comp Bows bumped it off.
- this fills the Mathematics tech out more and gives the middle of the tree more tools to handle the sword
- Allows non-conquerors more military tools so they don't have to pursue the bottom techs to defend themselves
Spoiler Unique Units :
Spoiler Inca :
There's already a unique slinger unit: The Incan slinger.
I would propose that the Inca be given a unique slinger, with the same unit model and art (the base model is new).
We can name the unit the Waraq'ak (this is a Quechua term for a slinger used in civ 6 for a similar unit). "Slinger" was a pretty generic name for a unit anyways.

Waraq'ak:
45
7
/7
(+1/+1)
2
Moves / 2
Range
Dazed promotion (-15% CS to units hit by Waraq'ak)

7


2


Dazed promotion (-15% CS to units hit by Waraq'ak)
Spoiler Babylon :
With the Inca moved to a unique slinger, there are no unique archers. The best candidate is the Babylonian Bowman, which was a unique archer in Vanilla:
Bowman:
Unlocks at Calendar / 70
11
/10
(+2/+2)
2
Moves / 2
Range
Indirect Fire

11


2


Indirect Fire
Spoiler Maya :
In BNW and until the CBow change, Atlatlist had an early unlock. Currently, the Atlatlist is not any earlier, and the only difference from a base CBow is its unique bonus vs wounded. With the tech change, we can keep them at Mathematics, which is now an early unlock again. It is a high priority tech for the Maya because it unlocks their UA as well:
Atlatlist
Unlocked at Mathematics (1 tech earlier) / 110
cost
2
moves / 2
Range
13
RCS / 13
CS
Atlatl Strike (+33% vs wounded)

2


13


Atlatl Strike (+33% vs wounded)
Last edited: