Ahriman:
Ahriman said:
Do you really, genuinely, not understand the point we're making? Prince is so easy that you can win without doing things that are actually good strategies, or that will work on higher difficulty levels, or are actually sensible. So its not a useful benchmark for discussing strategy or balance.
To the contrary. Prince is the default difficulty that the game is meant to be played on for the majority of its users. Just because many of the busier users here can beat it easily doesn't mean that everyone can, or that strategies that work on higher settings necessarily will work on lower settings.
For instance, the tactic of selling your resources for money to snag City States won't work as well on Prince, because the AIs don't have as much money. Likewise, you probably won't be able to sign 7 different RAs at once.
It's arguable that the imbalances some players see on the higher settings are caused by the handicap bonuses on those settings, and aren't inherent to the game as it is played on the lower settings.
If it works on Prince, it's good enough. That doesn't mean that it will work on higher settings - just that it will win you the game on Normal settings - and nothing more.
Ahriman said:
Only if you make a deliberate lack of effort to try to acquire iron (from settling new cities, conquest, or city state alliances).
Yes, if you try hard to play badly, you can end up without iron, but if you are trying to acquire iron, I have never seen it be a problem by the time you have gunpowder tech. (It can be a problem before then).
I have been once been trapped on a small continent, all by myself, with one Militaristic City State for a neighbor, without any Iron whatsoever. Granted, I didn't need any military units at all beyond Barbarian busting, but it's not like it can't happen.
If you rush up the tree straight after Iron Working, it can be a challenge to acquire Iron if it's two Civs away and you don't have any CSs that have it. At the point where you're steamrolling your continent because you just conquered two Civs, it may be questionable whether you needed that Iron at all.
Ahriman said:
You're seriously going to make an argument about the value of a unit by talking about how good its UU replacement is?
Not really. That was just a talking point, since this topic is about Musketmen. Clearly, how good Musketeers are has no direct bearing on how Musketmen are.
Ahriman said:
The question is not: are minutemen useless. The question is: are the underpowered given that they take up a precious UU slot? I think there is general agreement that America is the weakest civ.
I don't think musketmen are underpowered stat-wise, like I said, I think their problem that they fail to achieve their design intention (spammable medium-power unit) because they are dominated by longswordsmen and knights, which are too readily available because the strategic resources aren't actually strategic. And because its too easy to use great scientists to rapidly beeline to rifling.
Generally speaking, in a high diff game, you would be forced to create a lot of units early on, and as already mentioned, fight hordes of units that create super-promoted units. This creates a situation where you would rather upgrade your units than make new ones.
This is not true on lower diff settings. Even when you win wars, you don't actually get enough XP to create units that are substantially better than you would get out of an Armory city, especially if the earlier units were rushed out without even the benefit of a Barracks.
This means that on lower diff settings, you can have a window where you might actually want to make new units at the Medieval-Renaissance period.
Apart from not requiring Iron, Musketmen are actually cheaper to both purchase and create with hammers. They are 120 hammers, while Longswordsmen are 150, and they have good strength at 16. If your enemies are mainly using Classical Era units plus Pikemen (because they don't have Iron, perhaps), the Musketmen are a cost-effective solution for quickly padding a smaller core military.
Because of their placement on the tech tree, cost, and strength, I perceive the non-unique Musketman to play mostly this supplementary secondary role, rather than a primary army unit.
Ahriman said:
Because they're underpowered relative to building longswordsmen or knights.
Just because you can win with them doesn't mean that balance is ok.
We could weaken them further and you could still win with them, but that wouldn't mean that its a good idea to weaken them.
Balance is about making interesting strategic decisions where multiple options are equally effective, not about having one more effective option and another less effective option.
So we are supposed to make them equally as strong as Longswordsmen? Make Longswordsmen rarer? I'm not sure I agree that this is necessary. What would be the balance point?