Yeah they need a strong nerf.
But, as a compromise, how about make Samurai level up quicker? So he will catch up to the Musketman with promotions.
If they stay where they are on the tech tree I can't help but argue for a straight up nerf, they are just too powerful. I would rather see something more creative than that done (plenty of good ideas in this thread), but I think something needs to change. I suggest playing a game, entering the Medieval Era through Steel, and waging war on your neighbors before suggesting no nerf is needed![]()
... So, I have to pit them against a mass of next-era, unique units, in the right terrain, to be able to beat them?If you think Samurai are overpowered, then try pitting them against mass Impi or Minutemen in the right terrain. They won't last long.
... So, I have to pit them against a mass of next-era, unique units, in the right terrain, to be able to beat them?
That's the best argument as to why 28 is a ridiculous number.
... So, I have to pit them against a mass of next-era, unique units, in the right terrain, to be able to beat them?
That's the best argument as to why 28 is a ridiculous number.
You need to stop thinking of samurai as longswordsmen. They upgrade at rifles for a reason. The samurai is a musketman that's available a few techs earlier. It has no special promotions because the early availability IS its special effect. The slight CS boost over a standard musketman is due to samurai using iron, which muskets do not. Units that use strategic resources are always a bit stronger than their vanilla counterparts in this mod.
Suggestion:
When you research Gunpowder, every samurai unit receives a permanent, flat strength bonus.
So they start out with 22 strength, and after gunpowder they are buffed to 26. (I suggest keeping the numbers relatively low since having an unit that doesn't need any promotion to become better is already by itself very good - not to mention Japan's UA exists)
To make it fair you would need to bring "old" samurai into your borders for them to get the buff, like the embarkation promotion.
Did everybody ignore my suggestion?
To me it's much better and more interesting than just giving them a straight-up, ridiculous bonus.
They can make fishing boats. I have never once seen that be relevant. By that point I've already made all my fishing boats, and anyone I might take cities from has done the same. I really don't know why the ability even exits. The legion's road-building, by comparison, is very useful for linking up newly captured cities.Don't the samurai have another unique ability as well?
Now you're just being silly. The musketman comes two columns after the samurai. Taking the first example to come to mind, that's exactly the same as the gap between the quinquereme and the trireme.
How about placing them at 24 or 23 CS, with shock 1 and the faster promotions promotion?
Alternatively 26 or 25 CS with just the faster promotions promotion?
Forcing the Japanese player to get gunpowder for the CS bonus defeats the entire point. Being an early musketman is the samurai's entire unique ability.
The ability is not just being a Musketman an era early, but a more powerful Musketman at that. If the Samurai had the strength of a Musketman but unlocked at Steel we wouldn't be having this conversation right now, as that doesn't sound too extreme.
It is actually still exactly like that. so while we're at the subject, the Musketeer probably need some retuning aswell.PS: Just looked at the wiki, and in vanilla civ, the Musketeer - a renaissance, unique unit - has 28 strength, and no other abilities. You're literally making a Musketeer in the medieval era.