Sureshot
Goddess
- Joined
- Feb 2, 2006
- Messages
- 3,771
Stirrups, Animal Handling, Poisons, Bowyers, and Iron Working Comparisons
techs for mounted (costs)
agriculture(100)>animalhusbandry(160)>horsebackriding(320)>stirrups(1280)
techs for recon (costs)
exploration(100)>hunting(160)>tracking(320)>animalhandling(640)*
tech for melee (costs)
crafting(100)>mining(160)>bronzeworking(320)>smelting(640)>ironworking(1280)
tech for ranged (costs)
exploration(100)>hunting(160)>archery(320)>bowyers(2560)**
techs for assassins (costs)
exploration(100)>hunting(160)>tracking(320)>poisons(640)
*animalhandling requires animal husbandry
**bowyers also requires bronzeworking
units for those tech lines
tier 0
scouts 1 strength, 2 moves (mounted line)
scouts 1 strength, 2 moves (recon line)
warriors 2 strength, 1 move (melee line)
warriors 2 strength, 1 move (archery line)
scouts 1 strength, 2 moves (assassin line)
tier 1
horsemen 3 strength, 3 moves (requires horse)
hunters 3 strength, 2 moves
axemen 4 strength, 1 move (requires copper)
archers 3 strength, 1 move
hunters 3 strength, 2 moves
tier 2
horsearchers 5 strength, 3 moves (require archery and horses)
rangers 7 strength, 2 moves
macemen 7 strength, 1 move (requires iron)
longbowmen 6 strength, 1 move (requires bronzworking and copper)
assassins 6 strength, 2 moves
the first thing to notice is that while the recon lines (for rangers and assassins) both increase by doubling each tech up, where as every other line doubles the final techs cost (or in like in the melee line doubles and has a tech the same as the recon ones right before it as well; or like longbowmen costs 4 times as much and requires another tech line).
also note the need for resources for all the other lines.
but the simplest thing to notice is the general trend. units with 2 moves have 6 strength, units with 1 move have 7 strength, and units with 3 moves have 5 strength, basically, strength+moves=8.
so from all this what i think should be done is:
bowyers reduced to 1/4 its tech cost, like the recon line
stirrups reduced to 1/2 its tech cost, like the recon line
rangers reduced to 6 strength (though maybe remain 7 for Ljosalfar)
some crazier ideas might be to make rangers require atleast 1 animal resource to build them
in general the mounted line could use some functionality, maybe some buildings that they allow that help in some builder fashion (maybe something related to workhorses, or horse drawn-carriages)
Poisons & Deception
Both Dead End techs.
Both yield 1 unit type alone, nothing else. In the case of Deception this is a world unit (Trojan Horse) which may have already been created so the tech can be even more useless.
Both aptly apply to Assasins.
Assasins can upgrade to Shadows, but the tech requirement for Shadows is Guilds, and Guilds has no dependency on Poisons.
I recommend both those techs be combined into a new tech, maybe even called Poisons&Deception (or maybe Trickery or Intelligence Gathering or Formlessness or Dishonor or Plotting). I also recommend that tech be required for Guilds.
Trade, Currency & Stirrups
Stirrups vs. Trade
Stirrups costs 4 times as much as Trade
Stirrups allows a unit with 5 strength and 3 movement if you have Archery, Stables, and a horse
Trade allows a unit with 6 strength and 3 movement if you have Construction, Siege Workshop, and a horse.
Note: it is still takes less research time to get trade and construction than it does to get stirrups alone, and trade and construction offer many many good things)
Stirrups vs. Currency
Stirrups costs 2 times as much as Currency
Stirrups allows a unit with 5 strength and 3 movement if you have Archery, Stables, and a horse
Currency allows a unit with 5 strength and 3 movement, no other requirements.
Note: The mounted line may go somewhere eventually, but you'll never reach it when your enemies are getting techs that give better units earlier with less trouble that also improve their economy hugely.
I recommend the unit allowed with Trade (Chariots) be removed or placed in a later tech. For currency I recommend that the unit gained through that (Mercenaries) be weakened to either 4 or 3 strength, and possibly only 2 movement. In general Stirrups and that line also needs to gain benefits and have their costs lowered significantly.
Also of note, Honor should be the requirement for Feudalism instead of Trade. That would remove a bit of the deadendness of the Trade offshoots.
techs for mounted (costs)
agriculture(100)>animalhusbandry(160)>horsebackriding(320)>stirrups(1280)
techs for recon (costs)
exploration(100)>hunting(160)>tracking(320)>animalhandling(640)*
tech for melee (costs)
crafting(100)>mining(160)>bronzeworking(320)>smelting(640)>ironworking(1280)
tech for ranged (costs)
exploration(100)>hunting(160)>archery(320)>bowyers(2560)**
techs for assassins (costs)
exploration(100)>hunting(160)>tracking(320)>poisons(640)
*animalhandling requires animal husbandry
**bowyers also requires bronzeworking
units for those tech lines
tier 0
scouts 1 strength, 2 moves (mounted line)
scouts 1 strength, 2 moves (recon line)
warriors 2 strength, 1 move (melee line)
warriors 2 strength, 1 move (archery line)
scouts 1 strength, 2 moves (assassin line)
tier 1
horsemen 3 strength, 3 moves (requires horse)
hunters 3 strength, 2 moves
axemen 4 strength, 1 move (requires copper)
archers 3 strength, 1 move
hunters 3 strength, 2 moves
tier 2
horsearchers 5 strength, 3 moves (require archery and horses)
rangers 7 strength, 2 moves
macemen 7 strength, 1 move (requires iron)
longbowmen 6 strength, 1 move (requires bronzworking and copper)
assassins 6 strength, 2 moves
the first thing to notice is that while the recon lines (for rangers and assassins) both increase by doubling each tech up, where as every other line doubles the final techs cost (or in like in the melee line doubles and has a tech the same as the recon ones right before it as well; or like longbowmen costs 4 times as much and requires another tech line).
also note the need for resources for all the other lines.
but the simplest thing to notice is the general trend. units with 2 moves have 6 strength, units with 1 move have 7 strength, and units with 3 moves have 5 strength, basically, strength+moves=8.
so from all this what i think should be done is:
bowyers reduced to 1/4 its tech cost, like the recon line
stirrups reduced to 1/2 its tech cost, like the recon line
rangers reduced to 6 strength (though maybe remain 7 for Ljosalfar)
some crazier ideas might be to make rangers require atleast 1 animal resource to build them
in general the mounted line could use some functionality, maybe some buildings that they allow that help in some builder fashion (maybe something related to workhorses, or horse drawn-carriages)
Poisons & Deception
Both Dead End techs.
Both yield 1 unit type alone, nothing else. In the case of Deception this is a world unit (Trojan Horse) which may have already been created so the tech can be even more useless.
Both aptly apply to Assasins.
Assasins can upgrade to Shadows, but the tech requirement for Shadows is Guilds, and Guilds has no dependency on Poisons.
I recommend both those techs be combined into a new tech, maybe even called Poisons&Deception (or maybe Trickery or Intelligence Gathering or Formlessness or Dishonor or Plotting). I also recommend that tech be required for Guilds.
Trade, Currency & Stirrups
Stirrups vs. Trade
Stirrups costs 4 times as much as Trade
Stirrups allows a unit with 5 strength and 3 movement if you have Archery, Stables, and a horse
Trade allows a unit with 6 strength and 3 movement if you have Construction, Siege Workshop, and a horse.
Note: it is still takes less research time to get trade and construction than it does to get stirrups alone, and trade and construction offer many many good things)
Stirrups vs. Currency
Stirrups costs 2 times as much as Currency
Stirrups allows a unit with 5 strength and 3 movement if you have Archery, Stables, and a horse
Currency allows a unit with 5 strength and 3 movement, no other requirements.
Note: The mounted line may go somewhere eventually, but you'll never reach it when your enemies are getting techs that give better units earlier with less trouble that also improve their economy hugely.
I recommend the unit allowed with Trade (Chariots) be removed or placed in a later tech. For currency I recommend that the unit gained through that (Mercenaries) be weakened to either 4 or 3 strength, and possibly only 2 movement. In general Stirrups and that line also needs to gain benefits and have their costs lowered significantly.
Also of note, Honor should be the requirement for Feudalism instead of Trade. That would remove a bit of the deadendness of the Trade offshoots.