WarKirby
Arty person
The withdrawal chance mechanic in civ, and by extension FFH, has always irked me a little.
Most of the withdrawal chances are quite low. 20% or so. But if you can get one unit with a really high withdrawal chance, it basically becomes invincible, as it can just keep running away.
I have some general thoughts on tweaking this system, mostly.
Firstly, I think withdrawal chances should be more useful in general. 20% withdrawal chance is a waste of a promotion, compared to 20% strength. I would suggest doubling the withdrawal chance bonuses from all sourced. eg, base chances, promotions, etc. Or maybe not quite that much, but a substantial boost instead.
Secondly, I'd suggest making high withdrawal chance less of an invincibility thing, by providing more ways to counter it.
1. Attacking across a river, should make withdrawing completely impossible. 0% chance, unless the attacker has amphibious. If there's a bridge, then just halve the withdrawal chance instead.
2. Attacking units in a forest or city, should incur some penaty to the withdrawal chance, given that there's less room to manouevre
3. Attacking uphill, should give a bonus to the withdrawal chance. Because if you turn and run from an uphill attack, you're now going downhill, ergo, faster.
4. Each archer in the defending stack, or each mounted unit with movement left, should reduce an attacker's withdrawal chance, as they can shoot at/run down fleeing enemies.
I'm also a little concerned about the strength of mounted units. They seem to be lacking in it. the most powerful mounted units still lose easily to the most powerful infantry. This doesn't seem right. Riding a horse is supposed to be an advantage in combat.
So I would propose a few things to adjust them
Firstly, just a higher attack strength (don't boost defence). The original horsemen that you get with horseback riding, are easily surpassed by axemen, on the attack or defence. Maybe boost horsemen to 5/4, and scale up appropriately with other units. At the top level, I think Knights (strongest mounted) should be at least equal with phalanxes (strongest melee)
I think cavalry should get a significant bonus for attacking downhill, say 25% strength or so, from charging.
I would also give them a bonus for attacking in open ground. ie, a flat tile with no forest. 25% or so also.
Given the lack of maneouvreing room, I think cavalry should have a city strength penalty. Similar to asassins. 25% or so. Horses really aren't made for urban combat.
Oh, and can we please have the Formation promotion at Combat I instead of II ? It just doesn't seem right tohave that harder to get.
Mounted units in FFH (and FF by extension) in general, feel underpowered.
Most of the withdrawal chances are quite low. 20% or so. But if you can get one unit with a really high withdrawal chance, it basically becomes invincible, as it can just keep running away.
I have some general thoughts on tweaking this system, mostly.
Firstly, I think withdrawal chances should be more useful in general. 20% withdrawal chance is a waste of a promotion, compared to 20% strength. I would suggest doubling the withdrawal chance bonuses from all sourced. eg, base chances, promotions, etc. Or maybe not quite that much, but a substantial boost instead.
Secondly, I'd suggest making high withdrawal chance less of an invincibility thing, by providing more ways to counter it.
1. Attacking across a river, should make withdrawing completely impossible. 0% chance, unless the attacker has amphibious. If there's a bridge, then just halve the withdrawal chance instead.
2. Attacking units in a forest or city, should incur some penaty to the withdrawal chance, given that there's less room to manouevre
3. Attacking uphill, should give a bonus to the withdrawal chance. Because if you turn and run from an uphill attack, you're now going downhill, ergo, faster.
4. Each archer in the defending stack, or each mounted unit with movement left, should reduce an attacker's withdrawal chance, as they can shoot at/run down fleeing enemies.
I'm also a little concerned about the strength of mounted units. They seem to be lacking in it. the most powerful mounted units still lose easily to the most powerful infantry. This doesn't seem right. Riding a horse is supposed to be an advantage in combat.
So I would propose a few things to adjust them
Firstly, just a higher attack strength (don't boost defence). The original horsemen that you get with horseback riding, are easily surpassed by axemen, on the attack or defence. Maybe boost horsemen to 5/4, and scale up appropriately with other units. At the top level, I think Knights (strongest mounted) should be at least equal with phalanxes (strongest melee)
I think cavalry should get a significant bonus for attacking downhill, say 25% strength or so, from charging.
I would also give them a bonus for attacking in open ground. ie, a flat tile with no forest. 25% or so also.
Given the lack of maneouvreing room, I think cavalry should have a city strength penalty. Similar to asassins. 25% or so. Horses really aren't made for urban combat.
Oh, and can we please have the Formation promotion at Combat I instead of II ? It just doesn't seem right tohave that harder to get.
Mounted units in FFH (and FF by extension) in general, feel underpowered.