- all Mounted units should flank every siege unit in-game. There is no special different in real world to flank Catapult, Trebuchet or Cannon. All of these siege units are slow to move and easy to outmaneuver
There is currently a game philosophy with these that states that a mounted unit generally shouldn't be able to flank siege units that are more advanced than they are tech-wise. To support this and make it easier to define, I added a flank unit combat tag so that the siege units could be more sweepingly defined and we could get away from defining each unit that can be flanked by a particular unit. I had figured we could use one of the siege sub-categories, so we could define flankable siege as one or more of the following:
UNITCOMBAT_SIEGE_WOODEN
UNITCOMBAT_SIEGE_GUNPOWDER
UNITCOMBAT_SIEGE_ROCKETRY
UNITCOMBAT_SIEGE_ENERGY
I suppose, alternatively, we could just use UNITCOMBAT_SIEGE for all of them.
As for the mounted soldier type units, not only do we eventually need to flesh out the whole line based on the general definitions they were given in AND by Vokarya (we don't have them all here in C2C so there's gaps in the upgrade chain) but keeping them from flanking might help to offset their ability to gain defensive bonuses. Primarily in C2C I have intended them to be a great unit for defending against withdrawing units by making them the only units capable of gaining defensive bonuses while still gaining access to premium pursuit statistics and promos.
- Mounted units should have additional bonus to Attack in Barren, Salt Flat, Tundra and Lush Terrain but in Marsh, Hill, Peak, City they should got minus % to Attack.
You can use the mounted UnitCombat definition to define this for all mounted units. However, some few mounted units may defy these general rules. This probably differs by mount so the mount unitcombats:
UNITCOMBAT_MOUNT_HORSE
UNITCOMBAT_MOUNT_MULE
UNITCOMBAT_MOUNT_CAMEL
UNITCOMBAT_MOUNT_LLAMA
UNITCOMBAT_MOUNT_ELEPHANT
UNITCOMBAT_MOUNT_GIRAFFE
UNITCOMBAT_MOUNT_BEAR
UNITCOMBAT_MOUNT_DEER
UNITCOMBAT_MOUNT_BISON
UNITCOMBAT_MOUNT_RHINO
UNITCOMBAT_MOUNT_MAMMOTH
UNITCOMBAT_MOUNT_ZEBRA
could take some varieties here. Ex: Llamas should be very GOOD at fighting on Peaks and Hills.
- Almost every unit should need building in city to be abel to construct. Armourer for Armoured Infantry, Fletcher for Archers etc. Similar like Horse Trainer for Mounted (Horse) units
This would screw up the trait that enables units to be upgraded anywhere. (Progressist) My suggestion would be to enforce only tech access, and in some cases resource access requirements for most CORE military units but units like law enforcement, criminals, strike teams and other very special and unique capability based units and perhaps naval units should all require buildings.
It's for this reason that in my planning on this end I've defined quite a few new buildings to create when fleshing out the criminal and strike team lines. There's a few that won't require a building but not many.
This document may prove somewhat helpful for my efforts but we'll see. I'll try to keep you updated on any changes anyhow because I can see how for most of us it could be very useful.