1SDANi
Sister Lady
- Joined
- Oct 27, 2014
- Messages
- 2,932
I think the easy fix to allow both a balanced rock paper scissors and a historical combat setup would be to make horsemen good at attacking cities. Would that be ahistorical? I don't know, I'm not a historical warfare expert. But if we want to remove the role of swordsman in warfare, then the role of a city attacker would have to go to someone else, and the best unit for that would be horsemen.I REALLY don't like spearmen being heavily advantaged against horsemen if they're also to take the mainline infantry niche away from swordsmen. If horsemen aren't good at attacking cities, and aren't good at fighting spearmen, and there's no more swordsmen for them to maul, they're really only good for what, killing archers who happen to be outside of cities? At that point the only units worth building are spearmen and siege engines, maybe an archer here and there. I'd rather have an ahistorical rock/paper/scissors than just seeing who has more rocks.
This would make the best city defense archers for their high defense, spearmen to divert enemy horsemen away from your archers or just straight out attack them, and horsemen to attack into enemy tiles with spearmen.
In short archers are pure defense, spearmen are defense and offense, and horsemen are pure offense. Though even while defending a city, you need pure offense for attacking the enemy stack before your walls fall.
So the best I can come up with is limiting their collateral damage in sieges where it seems to be the most significant problem. So either:
a) units in cities are immune to collateral damage
b) units in cities are immune to collateral damage as long as city defenses are still intact
This way, you can still use collateral damage to punish stacks that are out on the map, but concentrating your army in a defensive position (as the AI likes to do) is not punished anymore. Siege units with city attack bonuses, possible city raider promotions and high retreat chances are still a valuable in sieges to weaken strong defenders but will not weaken the entire defensive stack in the process. I might combine this with rebalancing siege unit strengths and their city attack bonuses if necessary.
Thoughts?
The problem that I see is that siege units can be easily stacked and thus allows you to easily tear down an enemy's defenses in a single turn. While brainstorming my own game based on Civ 4 I thought of a pretty strange solution. I'd say, with the obvious hesitation due to the AI concerns this would cause, that it may be good to look into enforcing a rule where siege units can only attack if they're the only siege unit in the stack. This would put a hard cap on the number of siege units that can attack per turn to 8 in most instances and make even these 8 siege unit onslaughts more costly as you would have to train enough units to defend each individual siege unit.
I know this is awfully close to the clustertruck that is 1UPT, which is why I specifically said cannot attack unless their the only siege unit, not 1 siege unit per tile. Even with that stipulation though I'd imagine it would still be a good bit of AI coding to get anywhere near usable, but it's something to consider I guess.