Bibor
Doomsday Machine
If I was redesigning the combat system, I'd remove the ranged combat system completely. Both from units and cities.
Ranged units would stay in the game, but receive no damage when attacking (compensated for by a weaker attack).
Then, I'd reintroduce first strike (i.e. initiative) into the promotions tree, making it also much more important in the process. This would also make XP-giving buildings like Armories more meaningful. Initiative would make melee units receive less damage when attacking.
The rock-paper-scissor system would work in a way that it would reduce combat damage against certain unit types. For example, a sword would receive only half damage from spearmen attacks, while spearmen would receive only half damage when defending against mounted units.
Finally, I'd add units the ability to move across mountains (with Engineering) to prevent chokepoints. However, units would be unable to embark when coming off a mountain.
I'd go from here and then see if a ranged system can even be used by the AI properly. Or not.
Ranged units would stay in the game, but receive no damage when attacking (compensated for by a weaker attack).
Then, I'd reintroduce first strike (i.e. initiative) into the promotions tree, making it also much more important in the process. This would also make XP-giving buildings like Armories more meaningful. Initiative would make melee units receive less damage when attacking.
The rock-paper-scissor system would work in a way that it would reduce combat damage against certain unit types. For example, a sword would receive only half damage from spearmen attacks, while spearmen would receive only half damage when defending against mounted units.
Finally, I'd add units the ability to move across mountains (with Engineering) to prevent chokepoints. However, units would be unable to embark when coming off a mountain.
I'd go from here and then see if a ranged system can even be used by the AI properly. Or not.