Hinin
Agnostophile
The trick as I noted above, is the Survivalism promotions provide a very strong defensive bonus, so any unit that has too high a base CS becomes an unmovable rock, which is both unbalancing but also a weird flavor for the civ.
That caps the base CS at 24, this gives you roughly equivalent defensive bonuses to the cataphract....which right now is setup as an extremely defensive UU for the time. The cataphract is still better against ranged units, the conquistador more generally defensive, and the conq would be later....so I think you have enough design space there to work with.
So now you have a CS 24 unit at compass, which you can decide what to do from there. I think a city attack bonus is fine if you want to maintain that flavor, but it would probably need to be +75% or so. The +100% bonus that siege might be too strong with a 48 attack....although this is coming later than your normal medieval warfare which might balance it back out....that part would at least be worth testing as that way you don't need another new promotion. We have talked vs wounded penalties, brute force, overrun....all are reasonable ideas. You could even go with a lower CS but give it like Drill I, II, and III....that covers some core combat proficiencies but weakens the impact of survivalism....and gives you the option of going City Assault for the unit if you want to... aka more options for specialization.
So yes I think you could do the job with the explorer. The key question that others are asking, which is a very reasonable question....is that a true "improvement" over what we have now? You give Spain faster settling but a later combat spike, is that "better" than what they have now?
Spoiler Long answer :
The main risk (and so why I wouldn't go beyond 22-23 base CS) is indeed that the survivalism promotions proves too powerful with such a high base stat. Three solutions to that I think (that can be added) :
- keep the unit mounted : it opens a real weakness for the unit (as it can for other atypical mounted units, like the elephant trebuchet of the Khmer mod)
- give it "no terrain defense" like for the rest of the mounted units : it would make the unit really dependant on Survivalism to stay in fight, and avoid the "Survivalism III Conquistador on a Citadel" problem
- as you said, keep its base CS lower (~21CS) but give it more combat promotions
I would be for ideas 1 and 2 : keep the "mounted feel" of the unit, but with specific free combat promotions and access to the recon tree that allows it to either become a really slippery heavy hitter, or a early juggernaut. Knowing that the unit would have reconnaissance and a easy time navigating around, it would surely be a mix of the two quite quickly.
As for the combat bonus themselves, there are several solutions as you said :
UU - Conquistadores (replaces Explorer)
Unlocked at Compass
Is considered mounted (but doesn't require Horse)
200 Production cost (instead of 160) => Can be reduced to 180 if needed
23 CS (instead of 17)
4 MP (instead of 3)
Brute Force
Can Cross Ocean tiles
Bonus Defense when embarked
Bonus Vision when embarked
No Terrain Defense
Fall of Ancient Walls (+50 % CS against cities) => Can be buffed if needed
New World (+25 % CS against Melee units and can found cities on other landmasses ; lost on unit upgrade)
So, what are the differences with the Knight ? :
- keep the unit mounted : it opens a real weakness for the unit (as it can for other atypical mounted units, like the elephant trebuchet of the Khmer mod)
- give it "no terrain defense" like for the rest of the mounted units : it would make the unit really dependant on Survivalism to stay in fight, and avoid the "Survivalism III Conquistador on a Citadel" problem
- as you said, keep its base CS lower (~21CS) but give it more combat promotions
I would be for ideas 1 and 2 : keep the "mounted feel" of the unit, but with specific free combat promotions and access to the recon tree that allows it to either become a really slippery heavy hitter, or a early juggernaut. Knowing that the unit would have reconnaissance and a easy time navigating around, it would surely be a mix of the two quite quickly.
As for the combat bonus themselves, there are several solutions as you said :
- pure combat bonus against cities (maybe a name referencing the siege of Tenochtitlan ?), staying on upgrade (that way, Spanish recon troops in the late game would be actual threats to difficult to reach cities, f.e. against the Incans)
- a bonus against melee units (so a reverse zulu) : that would be a timed bonus (no need for that starting the Renaissance era), but would allow the unit to really feel like a power spike for the civilization against tech-weak civs (and not only against barbarians).
- overrun and other kill-based promotions : less convinced by those frankly, since I don't think killing units should be this unit's focus
UU - Conquistadores (replaces Explorer)
Unlocked at Compass
Is considered mounted (but doesn't require Horse)
200 Production cost (instead of 160) => Can be reduced to 180 if needed
23 CS (instead of 17)
4 MP (instead of 3)
Brute Force
Can Cross Ocean tiles
Bonus Defense when embarked
Bonus Vision when embarked
No Terrain Defense
Fall of Ancient Walls (+50 % CS against cities) => Can be buffed if needed
New World (+25 % CS against Melee units and can found cities on other landmasses ; lost on unit upgrade)
So, what are the differences with the Knight ? :
- Access to Reconnaissance and the Recon promo tree means the unit will usually become proficient in defense or mobility very quickly
- No resource requirement : it makes the spawning and use of the unit much simpler, and liberates place for the Knights doing the anti-unit work
- With its promotions (Fall of Ancient Walls + Trailblazer), at least 40 CS against cities, which is really good, plus the ability to flee and flank easily (thx to the recon promotions)
- Far more fluid utilisation for settling : you unlock the unit, you can use it to settle other landmasses
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