Some other thoughts (still based on playing in 3.60):
- I got Poland to capitulate in my Germany game but I had also taken some of their city outright. There was some separatism (mostly driven by culture and by the massive penalties for being ahead), and I decided to test out what happens if I don't try to contain it by piling up military units. It turns out that the cities would turn back to Poland, while Poland was still my vassal civ. While trying to return revolting cities with a strong foreign culture to the appropriate foreign civs makes a lot of sense, this situation seems very odd. And I can't just ask my vassal the city back, I would have to break the treaty and take it by force.
- Cities directly bordering freshwater lakes should enable (some of) the buildings that boost the exploitation of coastal tiles. My RI Planet Generator map has multiples freshwater lakes of 5-6 tiles. These are interesting features, but there should be ways to make them somewhat useful.
- Cities bordering freshwater lakes should not be able to build the Great Arsenal. In my game, the Aztecs built the Great Arsenal in a city that was bordering such a lake but with no direct or indirect access to the sea and no ability to produce ships.
- I forgot to mention it earlier, but only the english and german versions are playable. The other languages have some translated strings (including a couple of incorrect translations), but they don't just default to the english string when there is no proper translation. When the english string is something like "unit type (western)", the other languages have "western" as a string. You can imagine the massive confusion it creates when you are trying to understand the composition of an enemy unit stack or trying to pick what a city is going to build next without going in the city screen.
Yeah, not long before I also didn't really war early unless there was pressing reason to (maybe boxed in with 3 cities or single AI competitor on the continent). But I think good settle spots in the early game are really rare. Killing an AI neighbour early on can really give you breathing room and spare you a lot of trouble later down the line.
I saw an opportunity in taking Rome and razing another city, with a couple of shortswordmen and militia. That netted me a great capital location with 2 currently Pastoral Nomanism boosted cows, as well as gold and spices and lots of river tiles.
I think a major factor leading us to different conclusions is map size.
From your screenshot, there seems to be about 10 tiles between your capital and Rome, which is very little. That's one of the reasons I don't like playing small or standard maps, you get boxed in almost instantly.
For my Germany game, I went with a large map, and the Aztecs capital was 19 tiles to the south and the Polish capital was 17 tiles to the North. This means that I had to deal with strong barbarian attacks for a while, and that barbarian cities that settled as civilizations were quite strong, and it also means that it's much less enticing to go steal a capital spot. It creates a lot of issue, stretching your military resources, requiring a lot more work from workers to build connecting roads, incurring meaningful city-distance maintenance costs.
Otherwise, thank you for the write up, it was interesting.
But hearing you had 150 gpt saved through Legislator in 650, which could be spent into science was quite amazing, and is a very strong boost! How many cities did you have at that moment?
I didn't have these savings in my Germany-Immortal game, I just said that's the savings I would have had if I had that trait. I had around 20 cities. I will say that the free city raider promotion and the logistics boost were quite appreciable when besieging Aztec cities, but I still would have taken a big economic boost instead.
In my Poland-Monarch game, I had 147 gold per turn of savings with 27 cities when I called it a win in 480 AD.
I think it would be fun, if we had kind of a standard map in this thread. So players could try out different strategies, compare them with each other and learn new tricks watching other peoples saves. I think the regular Civ 4 BTS have this as hall of fame games?
It would be interesting, but because of different preferences, I'm not sure we could agree on a standard. I would personally lean towards a Large map with someone having gone over it to manually add some critical resources (in my opinion, while it's fine to only have one or two major food source types nearby, it's not fine to not have any copper or iron that could be reasonably contested) - not just for the player civ but for the territory handled by the AIs as well. Actually RI Tortestra with the option to put in a lot of resources seemed fine from a cursory look, but the massive deserts it generate on large maps (and even worse with low sea level - which is otherwise a nice option to allow realms to have some depth), and its general predictability
In my Germany game, there was only 3 silk resources on the entire map (for 11 civs + settling and breakaway civs) and fur was extremely sparse too. Since these don't give just happiness but are key to unlock a +10% gold building, I see that as a massive flaw. Perhaps needing these resources to get the building in the first place at all should be avoided.
I'm sure that other players would favor different generations. Of course it would be possible to do one type of map, then another... But with how involved completing a RI game can be, I don't know if there is the interest for that.
Thanks for the detailed feedback! It is always welcome.
And thanks for the detailed answers.
IIRC it was from 0AD, and its lack will probably be one of the negatives for you switching to a later version.
0AD music should have licensing allowing to use it in RI without issue, though? But the musics I was talking about are specifically Civ3 musics. They are not all the musics of the classical era (at least in 3.60), but are definitely some of them.
Anyway, it should be quite easy to customize the music anyway even if it's not present anymore in more recent versions.
I have great admiration for AdvCiv, and ported quite a few smaller things from it. Unfortunately, many of the more involved features are extremely complex code-wise and hard to port.
Yeah, I can understand why this creates a barrier to getting some of these features to RI.
AdvCiv is also a good tool to learn to play Civ4-variants, RI is reputed harder than vanilla but after AdvCiv the equivalent difficulty level feels relaxing.
I mean, isn't it one of the leitmotifs of Civilization game series as a whole? But yeah, I agree with you with some caveats.
1) You wrote yourself that you hand-picked opponents with wonder construction penalties and optimized your start location for the needed resources. I'd say in an average game where one player doesn't get to hoard wonders, their effects are more balanced.
2) Kremlin is indeed rather powerful, if situationally so, but Poland you picked is an absolute no-brainer for it; this is probably one of the strongest civ/wonder synergies in game.
Yeah, the Civilization game series tend to put a big emphasis on the World Wonders. But that's something I disliked even when I was playing Civ3 many years ago too. I see a couple issues with it:
- Once you have a good knowledge of the game, if you crank up the difficulty to be really challenging, you start to have only AIs getting all of the early wonders (usually by the late game you are in a winning position and leading techs again). If the difficulty is too low, the situation is reversed, you scoop everything.
- I don't like the dynamics of failing a world wonder because another civilization got it first. "We built the Pyramids at 99% your highness, we are just missing some stones at the top, but we heard that some civilization in a continent we don't even know about on the other side of the planet finished their Pyramids first, so we are going to just scrap the entire project." I understand why it works that way for the gameplay, but I find it problematic. I like the localization some wonders got but it's even more ridiculous in a way: "Your highness, we are stopping the work on our Statue of Odin because we heard that some other civilization completed a big Statue of Zeus." National Wonders avoid this pitfall.
- While some of them are weak enough to be taken opportunistically (or not) depending on the specifics of a game (civilization, starting location, etc.), some of them really feel "make or break" because of how strong their bonus can be. I admit there is a lot of personal preference here, but I would lean towards wonders being moderate boosts that bring some flavour and uniqueness, rather than so centralizing as they can be in vanilla Civ.
- Great Wonders are the only meaningful source of GP points in the ancient eras, and they keep being a massive boost for GP points for a very long time. In RI, passing up on wonders means mostly passing up on the great works of arts and the great works of science (I suppose having a specialist work for a while can net you one or two) during the early ages.
Yes, my choice in my Germany game to pick opponents with wonder construction penalties (basically because I wanted to play at Immortal difficulty without having my old Civ3 experience of not being able to get any wonder) allowed some wonder-hoarding, although it wasn't really any more than I had gotten as Poland in Monarch difficulty.
Regarding the Kremlin, maybe that's different on small or even standard maps, but on large maps I would call it a no-brainer for every single civilization on all possible types of map generation. Even if not running Serfdom, the 10% maintenance boost alone is very strong. This is even clearer in maps like the Europe scenario (a lot of land, little sea) or on low-sea generations. I got it not only in my Poland-Monarch game but also in my Germany-Immortal one.
Also related, I got the Solar Cult in both of my games because while it has drawbacks (late and limited missionaries) and some other religions have interesting bonuses, ultimately the city upkeep savings is too good to pass up. I'm convinced that, at least on large and huge maps, Solar Cult is objectively the single best religion in RI if you can do better than just maintaining your "natural borders".
And yes, I was calling number-of-city maintenance costs outrageous with both Solar Temples and Kremlin on providing -20% maintenance (so with a courtroom, nearly -30% to the post-courtroom cost). That's part of what I dislike with number-of-city maintenance as it's currently designed. It's very centralizing in its own way.
Well, it's a vanilla thing. If anything, the presence of additional modifiers in RI should dampen its effect (+150% in the capital vs +50% in all cities is less of a difference than +100% in the capital vs +0% elsewhere). I don't actually have a definite feeling on that one. To me it feels like from certain point onwards (around late Renaissance), other cities are able to catch up in most cases (again, though, I have to point out that a specific "hoard all the wonders in a perfect capital" playstyle can severely impact this). I think (but haven't checked) the GP point curve plateaus at some point; that would make having several cities generating a lot of GP point more effective in the long run.
Assuming the formula for GPs is the same as in vanilla, the additional number of GP points needed for the next GP becomes constant so percentage-wise the increase from each GP to the next gets less and less, which is probably the plateau you are referring to.
Yes, I suppose in the late game when you can feed a lot of specialists you can hope to get GPs from other cities, but it's still best play to put all the GP-generating wonders in the Heroic Epic-city. And I freely admit my playstyle warps things, but I picked this hoarding method precisely because of how effective it is. Because time goes by slower than in normal Civ4, you very rarely have situations where you need two different cities to concurrently work on two different wonders if you want to get them both, it's mostly a matter of getting the key tech and the key boosting resources in time.
My capital city in my Germany game generated 19 great people I can account for by 800 AD (7 settled, 1 golden age, 2 religious buildings, 1 academy of science, 1 glassworks, 3 great works of science, 4 great works of art - I never get techs with GPs because although immediate benefits are worth more than long-term ones, I prefer the long-term ones), needless to say it's going to take a very long time for a wonderless city to produce a GP.
Considering the Heroic-Epics are actually poems going by the localized names for the civs I had a look at, couldn't we have something like +35% in the city it's built in and +15% in all cities (so effectively +50%/+15%)? After all, the Odyssey didn't inspire Greeks only in the home city of Homer, it inspired Greeks in all Greece.
Notice that while I did this wonder-hoarding in the capital, I'm precisely arguing for balance changes that would disincentivize it.
I know what you're talking about, even though I've been seeing less of it in the later versions. Maybe raising the costs of everything across the board would be a good way to go. Oh and farms are still subjectively a better choice later in game IMO, as you can support several specialists from one farm.
I still have not played enough RI to know what should be done. An idea I had back when playing AdvCiv before touching RI was something like having the possibility to build a second library, a second courthouse, and so on. With the second building costing the same as the first one, but with a smaller benefit, making it more situational. If we had some building maintenance cost or some way to tie things with city size (imagine a single courthouse losing efficiency if the city population growth above 12, etc.) the concept could be even more powerful. On the other hand, I have to say that this would risk inflating the list of buildings in the sidebar of the city screen quite a lot... The UI is not really designed for such a concept.
I wish there was some way to have both farm tiles and town tiles be meaningful choices, but since we can't really have food transfers between "farm cities" towards "megalopolis" cities and each city tile is going to take away food from a potential specialist, I guess that doesn't work.
Isn't it strange that farm tiles can be more interesting in the modern era when most people live in cities (although this is admittedly represented by specialists) than in ancient eras where making town-tiles is such a good gold-source.
I mean, for me it's the other way round. "Expansion is a no-brainer" approach where a bigger civ is almost always better was always a turn-off. To be fair, a tall-vs-wide balance in the 4X genre is a very tricky thing, and the Civilization series itself also seems to flip-flop on that historically.
The reality of the world is that, if you are unopposed, bigger is just better. One of the main reasons the USA are currently the number one world power is that they could expand on a massive amount of land against very limited opposition and form a large country with enough in common to not split apart (although there was a close call).
Map-painting strategy games are always about investing now into later success. It may be better now to work on improving your core city by building things there, by getting workers to improve tiles, or by investing into creating a new city, or by investing in attacking a neighbour. But in the later stages a world power is always going to need some territorial expansion if it wants to be the number one power and to have access to more resources.
Now I'm not saying strategies that aim to maximize the amount of territory you control in the early and mid-game should be dominant.
I just think that the completely artificial number-of-cities upkeep mechanic is not just guilty of irrealism, it's guilty of creating unfun gameplay incentives.
Is it really a debate about "tall vs wide" when all my core cities are basically as tall as can possibly be (all buildings except a couple of military buildings for units I don't intend to build there anyway, all or nearly all tiles fully improved), and I'm just having to wait for the next tech that'll allow me to have something to build or more money to make expansion viable?
In my Germany game I ended up attacking Poland (the map generation really set up the joke) and got a few more new cities, but that was in part because i was bored and they were easy prey, money-wise it's going to take a long time to pay back.
The kind of mechanisms I envision as limiting rabid expansion in more interesting ways:
- Having to fight barbarians and other civs to actually gain the territory. It's of course already the case to a good degree, but I want to emphasize that usually should be a major factor.
- Diplomatic desire for a "balance of power". I don't necessarily mean having all other civs hating on you and refusing any trade even if beneficial to them (as it can too easily happen) just because you have a big territory, but there should be some attempts by other civs to curtail civs that expand too much.
- Reducing the economic benefits from distant cities. They would still build their improvements at somewhat normal rates, but the production of military units and the tax rate would be cut down. Tying it with separatism could be very interesting if the player had some ways to adjust the rate within distance and tech based upper and lower limits, risking revolts if trying to get too much or if revoking formerly granted tax-breaks... Doing it right would likely be a massive amount of work, so I'm certainly not demanding it. But I'm persuaded that such a system has a higher potential. In some ways the notion of far-flung cities being inefficient has Civ3 vibes, except Civ3 completely killed all kind of production including buildings, leading to what I used to call "zero-cities", cities that had no usefulness whatsoever apart as military stepping stones. And I know the Civ4 mechanic was introduced as a way to pace expansion compared to Civ3, but in RI it really hurts.
- Having to deal with internal troubles. Random disasters are not too fun in general if they can't be sufficiently anticipated. Unfortunately, this may be something that the Civ4 engine can't deal with properly. If you have ever played the Crusader Kings series, you'll know what I'm thinking about. The separatism mechanic goes towards this to some degree, but while it's one thing to have to conquer back cities when the land have a foreign culture, it's another when they are culturally similar : if the military might of the rebels is broken and a couple cities are retaken (including the rebellion's capital), the others should surrender and join back your civilization. Making this sort of revolt slightly easier to deal with would also open room to making it happen more often. Ideally, the optimal gameplay should not be to always manage for such a revolt to never happen, but instead to have it happen and have to deal with it ; at least if playing a large realm in the early eras.
I will also note that while I didn't say a word about it so far, the cost-increase on units based on how many units you already have of the same type is strongly a boost to smaller civs. When you want to put archers in all your cities and you see a +250% penalty to build another archer, you start to ask yourself if you shouldn't just put recruits there...
I don't recall if it was before or after the version you played, but there was a
major bug I fixed where most of the code for evaluating Open Borders simply didn't get called. So unfortunately I can't say whether you're criticizing the brain-dead version or the version after I already fixed it.
Let's assume it was the broken version, I'll see if it happens still when I'll start a game on the SVN version.
That one is in my sights, but I haven't done anything particular with it yet. A relation bonus seems unnecessary, but an additional factor in war preparation calculations might be in order.
Good to hear!
Again, that's a vanilla thing we didn't touch. And vanilla is actually quite stupid in this regard, as the civ that accepts an invitation to war doesn't have a war plan in place. Would make more sense if it first spent several turns getting its troops in place. But I'm not coding that...
It would be a lovely feature but you are the best judge of what your time is best spent on and what's within your coding abilities.
I don't really get the hate. This is barely a mechanic at all, as players can't interact with it - just a simple modifier that ticks linearly over time. But you'll be glad to know that recently I cut away a chunk of K-mod inflation-related code which should result in lower inflation in most games.
I can't interact with it, but I sure feel the 600 additional gold I'm having to pay per-turn in 800 AD in my Germany game. Now don't get me wrong - I should have to pay most or all of that anyway for things to be balanced, but it coming from sources I can control and where I make a deliberate investment, instead of just a blanket increase on everything. Inflation is one of the reason why the number-of-cities upkeep feels more oppressive as when playing in AdvCiv (it still felt oppressive there).
I'm certainly glad to know you cut that code. If you could explain briefly what kind of triggers led that code to increase inflation, that would satisfy my curiosity.
Sort of. You yourself mentioned that cities can be built up relatively quickly, and later in game ministries help out a lot. But I agree there is, especially later on, a clear distinction between your core cities, losing which hurts a lot, and the periphery that is more extractive and less productive, which can be lost and regained with relative ease.
Yeah, I suppose that the possibility to build up cities quicker in RI make it less of a concern here.
Although in my current game I better not let cities fall considering the "culture victory off" bug that exists in 3.60 leading to AIs razing all the cities they capture.
I feel there is a lot of difference in utility between individual playstyles, and I've seen people with vastly different ones. From your observations, I'd place you firmly into the economic player camp, for whom military-related traits are relatively worthless; but for some other players they can make or break a game.
Playstyles certainly matters a lot, but I think there is some sound data behind valuing economic bonuses highly.
I saw in the changelog you grabbed some voicelines from AoE2. Well, speaking about AoE2, every single pro player agrees that typical economic bonuses (say +10% gathering of some common resource) are more valuable than typical bonuses just making units stronger (say +10% strength to some unit type), because economic bonuses are flexible. In Civ4 terms, a stronger economy can be used to research techs faster. To build more wonders. To build more building-improvements in cities. To get more workers to improve tiles around cities. To build a bigger army. To invest in settling new cities.
While a military bonus requires you to start by building specific military units (which you have less resources to afford since you don't have the economic bonus), and then you need a war (often with some specific traits). When I spent dozens of turns defending against barbarian assaults (a pro Civ4 player might have managed to spawn-bust barbarians, but I didn't really try it), the city raider 1 promotion on my military units sure felt useless. But the hammer-boost in my cities was most welcome. In my first wars against the Aztecs, I was on the defensive so again the City Raider promotion felt useless.
Even if the end effect comparing a specific use of the economic bonus and of the military bonus happen to be equally strong, the flexibility afforded by greater economic power make it strategically more valuable.
In the end, I mostly think that the traits that ought to be boosted are the one I'm not likely to pick in the first place, so I'm not sure if the fans of military-traits would find it so objectionable.
I agree it's one of the stronger ones. Though I can't say I see Poland overperforming in AI-only test games. There are some civs that do, sometimes mysteriously so (I don't really know what Armenia's deal is, but I almost never see a weak Armenia).
I suppose you shouldn't nerf if you don't have much data suggesting it to be too strong.
Eh, I am not too partial to it myself, but there used to be a very vocal player subset that demanded research speed to match the displayed date. Also, due to the non-linear tech cost increases across the tech tree, the actual impact on the progress speed is actually smaller than one feels it should be at the first glance.
I see. Since it's just an option, everyone can be happy.
I can't really remember when, but I overhauled the resource placement at some point. Again, it may or may not be the version you've played.
You are also handling the PlanetGenerator generating code?
As others already pointed out, RI has AI autoplay. It gets disabled for the release versions though, so you'll have to use SVN for that.
Ah, thanks for the precision.
I am actually curious - from the time you made the change, did you ever reach 40+ cities? Because from my experience, the economy is balanced to work and works as intended at least until that amount. I often see AI civs winning the game have 30+ cities.
You didn't ask this to me, but I'll still answer. I got to 27 cities in 480 AD in my Poland-Monarch game on the Europe scenario. I'm at 27 cities in 800 AD in my Germany-Immortal game on a random map. I have a couple spots I could settle if I didn't want to limit my city number. If playing on large/huge maps (especially with a high proportion of land vs sea), 40+ cities is really not that crazy.
Weeeell... A settling barbarian civ is already at a disadvantage when it comes to most other things, most crucially the quality of its territory. Starting spots for initial civs are not only picked from the best on the map, but also usually additionally sweetened, and then they organically expand to the best spots around them, whereas a settling barbarian civ is basically a collection of cities in random spots. If these emerging civs aren't given an edge somewhere, they'll just be fodder. Generally speaking, my headcanon for "settling barbarians" is not something like Mongols riding in from the steppes, but rather an organized society that was looked down upon by their more ancient neighbours but may actually turn out to be more dynamic and progressive than the already long-established ones, such as Greeks as seen by Egyptians.
I see. Playing with 11 civs on a large map with the 40+% ocean option in PlanetGenerator, my barbarian settling civs had for the most part a fair amount of cities and some interesting spots, although indeed not the best.
I advocate for more resource-rich random maps, that would also help settling barbarians.
Since you've already mentioned you want to change the way the techs they get is determined, I don't have much to add, just that I hope it's going to be done.
Did you consider using the temporary building trick to give a more passive boost to the capital of settling barbarians for the first 100 turns or so? Instead of settling down and behind on par or ahead of most other civs, they could have a "surge" where they go from being a little backwards to being much more competitive.
Is it also possible in theory to trigger some event that would sweeten a bit the quality of their capital's lands?
Poland is one of the civs that has a very clearly defined "Golden Age" when it comes to gameplay. A large bonus during a limited time window might not necessarily be better than +1 of something for the majority of the game... I am not totally closed off to nerfing it, but Poland overall doesn't feel OP to me.
Better wait on more feedback then.
I feel "wider" civs still generally dominate the rest. Not so completely as in vanilla, but still.
I will disagree with you here. Starting spots for capitals are usually the best city spots there are in the world; and early on when your overall number of cities should stay low, the quality of individual city spots is very important. A foreign capital is often worth the investment in taking it.
I'll refer you back to what I said to Watermelon above in this post. 10 tiles vs 17/19 tiles distance to reach a foreign capital changes calculation quite a bit (although I can believe it would be worth in some circumstances to go for the grab).
Not stronger; they are as strong as the weakest unit (irregular) you can currently build. While the transition period immediately after flintlocks can be a bit painful, you're able to build/upgrade to very cheap units of your own at the same time if defenses anywhere seem to be lacking.
I didn't have any of the new irregulars yet (I changed civics just after getting the tech), and I didn't have Stirrups. So I had 6 Str. swordsmen, 4 Str. archers, 4 Str. pikes, 5 Str. horsemen and 4 Str. skirmishers. None of which are actually stronger than the 6 Str. irregulars unless you get promotions.
I'm not requesting any change in the balance, I'm just saying I got completely blindsided by it when it happened and I had to really scramble to get new units ready because I had to put down two revolts that started almost immediately after I enacted the new civics. I had readied some troops for revolts but they were too weak.
Do you feel that settling / taking a city should always be a no-brainer net positive then? As it currently stands, there is a clear economic curve over time where expansion usually happens after several clearly defined jumps in economic efficiency, and yes, overextending beyond what you can support is painful. I feel it is a design decision that fosters more deliberation over where one wants to settle/expand to. To get a colonial empire going, one first has to have banks at home!
No, I don't think it should always be a no-brainer net positive. I already said a lot of things on related topics earlier in this message, but I'll add some thoughts here.
It represents an opportunity cost (creating a settler, creating military units). It represents ongoing costs (supplying workers to improve its tiles, supplying military to defend it, civics upkeep cost...).
But to take the easiest case of settling a city in empty land, I think in most situations it should be a benefit (it should not be if you can't defend it militarily, supply it with a worker, keep it from quickly revolting, etc.) - but it might not be the biggest benefit. The benefit might be (a lot) bigger to wait and focus on something else first, because the investment is costly and the opportunity cost too high.
What I take issue with is the economy completely collapsing because you just got a new outpost of your civilization to trade with... Settling a new city should not suddenly rise your realm-wide expense by 40 or 50 gold per turn (which is what I'm currently seeing with 25+ cities despite a lot of anti-maintenance buildings)...
And I'll give you two easy examples, the Roman Empire and Ancient China. Of course, both were plagued by instability, civil wars, and so on. There definitely were issues. The "power per population" and "power per territory" of the central ruling authority was definitely a lot smaller than for smaller realms. But they didn't instantly collapse because "you first need to have banks at home" to get a large empire going. Thanks in part to good internal trade (and communication) routes, unity could persist for fairly long periods of time. But have a "Roman Empire" scenario on RI's Europe map, and the Roman Empire would instantly collapse because its "number-of-cities" maintenance would bankrupt it instantly.
I wonder how the game would play out if newly settled cities tended to be even slower to grow, but you could quicken it up by sending more settlers from your core cities...
I find scouts too be a bit too squishy to scout reliably.
I second this. I tried making a scout or two in my first game and I lost them very easily to barbarians.
On a similar note I often only get 2 horsemen (the 5-Str. guys), mostly because the first two are so cheap. They are mobile, but lack punching power against pretty much anything except a lone shortsword man or recon unit in the open, or to raid improvments while advancing.
I second this. 5-str horesemen are maybe good enough to quickly help against slave rebellions during the classical age, but their combat strength is so pitiful that their niche is very small, since even if they get to the place of the fight quickly, they don't offer much beyond the mobility support. These units are pretty cheap and are not expected to pack the same punch as later Cataphract-class 7 Str. horsemen, but their useful timeframe is quite restricted. Perhaps discovering Stirrup could give them some boost, or does that go against design practices?