chicorbeef
Emperor
- Joined
- Dec 26, 2017
- Messages
- 1,548
I don't know whether I want this or not, I'm a bit of a Horseman junkie, but it's definitely interesting. You changed Chariots to melee? What are their stats?Spearmen buff made early CS bullying a lot easier, and you can defend better against AI horsemen but I can see how it couldn't really counter horsemen in a pvp scenario, where a human would mostly focus on destroying improvements/making your life miserable with 4 movement units and winning the game without having to actually win a battle. Not that I play mp nor care about VP being balanced for it
A bit OT but I'm going to share my (under testing) change: I'm moving horsemen to a more advanced (3rd column) tech. It addresses the gameplay issues of chariot archers not being used much (not a good use of the limited horses you have early on, and by the time you connect them you're already 1 or 2 techs ahead) and horsemen being too good in player hands. It also has some historical basis, with cavalry starting to be a thing in classical era only. Their production cost is raised a bit, especially the faith one: in current VP being able to buy 1 horseman for 100 faith is too cheap, when a composite bowman costs 200, and both are 90 hammers.
Atm my modmod has horsemen in the place where Masonry tech is, I just had to rename that so that it'd make some sense to have some military there (so masonry became military theory, walls are moved to where horsemen were, watermill comes earlier, melee chariots - I said good riddance to the siege tower - and elephants - capped at # - stay in the same spot... ok you've got an idea).
Why say goodbye to Siege Tower? Just move it to the same tech Horsemen are on, right?