Ideas about resource distribution looks interesting.Does this mean that resources will wary in quantity? Anyway sometime ago I promised analysis of unit list, so I guess here it is.
Main problems as I see it are that unit list and they distribution in tech tree are still feel very unfinished. I will try to point what I think are problems, why I thought that and possible fixes. For start some parts of unit list are crowded so units get little use because they are obsoleted very quickly, some are really unhistorical and others simply useless or OP.
-Light sword: this unit is rather useless despite
cost reduction, it's replaced by swordsman really fast and it's utility is questionable. +25% attack vs spear is situational at best. Solution: either remove this unit completely or make bonus more relevant +50%
vs. spear?
-War elephant: with reduction of spear bonus to 75% this unit become utter terror on battlefield, there is no viable counter until horse archer and this only on open ground. Solution: 8
no bonuses or penalties, cost reduced to 55
. If no changes to spear or horse then 7
.
-Catapult: still to strong in non siege situations, probably even stronger than vanilla thanks to withdrawal chance. Solution: 3
and +100% city attack.
-Horseman: to weak without flanking. Solution 6
+25% open terrain attack.
-Spearman: should return to +100%vs heavy cav if changes to horseman will be implemented.
-Horse archer: my main problem is that even empires that don't have access to steppe tribes can produce this unit. Would it be possible to limit this unit to owners of some provinces only?
-Overall light/heavy cav split it's very unsatisfying currently. They are basically same units that you will build interchangeably, only light cav is stronger because it's need not to fear counter. There must be some better way to differentiate them.
-No more axeman even as barbarian! Just replace them with sword... please?
- Heavy swordsman, and swordsman I guess, should get city attack bonus. HS should loose melee mod. This would perhaps lead to some players building them instead going full cav + skirmish route.
-Some unit between bombard and cannon,
-Musketman loses terribly to cuirassier on open terrain. Perhaps some mod against cavalry would be warranted here(+25%?)?
-Artillery and Howitzer are to close together.
-Cavalry destroying rifleman on open terrain make me twitch, this is not how second half of 19th century looked...
-Perhaps Tank/modern armour could utilise same mechanics as heavy cav? Less
but open terrain attack str.
And some other thing that I probably forgot. Thoughts, opinions, criticisms?