Mik1984
Prince
- Joined
- Feb 28, 2008
- Messages
- 483
Sources, please.
It is not a dead horse for me, I don't sit at this forum for an hour every other day, so it is likely I am not aware of majority of conversations that may already have had place in here, even if they were discussed multiple times before.
I believe recon units need a buff, but not direct combat buff, just a buff that makes them worthwhile and more of an interesting choice. Two things:
- Include recon units in production buff from military policy that buffs land infantry units
- recon units get +1 sight range for each level of fortification. A scout unit that has not moved for 2 turns will have +2 sight range making them very useful units to place in strategic observation points.
Regarding anti-cav:
- Damage they receive and deal in melee combat is lowered by 25%, this modifier is applied after all other factors are applied, and this does not apply in combat vs city center or encampment, where the anti-cav will deal and receive full damage.
- anti-cav receive strength bonus when well supported and penalty when outflanked. They receive +1 strength per each unit difference in support/flanking. So an defending spear with one adjacent friendly unit fighting against one adjacent enemy unit gets +1 strength on top of their support modifier, however if it is supported by one friendly unit, but has 3 adjacent enemy units, that is 2-3 = -1 which means that it gets -1 strength on top of other modifiers. Same on attack, instead now you need to have more flanking units than enemy supporting units. Now these units are very interesting, they are additionally vulnerable to being outflanked, but additionally strong from being well supported, furthermore they are more line-holding units, they deal less damage but they are more difficult to destroy, even to a stronger enemy. The impact of the flanking/support bonus is not dramatic, as it is a maximum impact of -6 for being surrounded by enemies or+5 for all other friendly units except for the single enemy attacking unit, but it is giving you a taste.
Regarding catapults getting pwned by crossbowmen, DO NOT MAKE medieval catapults please. This breaks the entire game like pulling the thread on a woolen sweater. The point of this game is to have multiple units serve two eras and it needs to stay this way. Please mind that the crossbowmen are also breaking medieval naval combat, because they are slightly too powerful versus ancient ships. The solution is simple:
- Nerf and cheapen crossbowmen:
-4 ranged strength, - 2 melee strength, upkeep - 1 gold, cost 150(-30) production or 600(-120) gold
-Buff catapult:
+1Bombard strength, +2 Melee strength, free buff production cost stays the same.
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