My experience is bombardment followed by line infantry for cities. Militia for woods and hills, cavalry chases down units in open field. I have little use for dragoons except for armed scouts and stragglersHello again,
I promise to stop spamming topics soon
For now I have one more question in mind:
Whenever I attack settlements/cities it seems that my cavalry is the best choice to lead the attack from my stack.
Of course in midgame my mobile forces often had much more chances to gain XP, thus being the most veteran units. But I feel that attacking well defended places workes like this:
Bombard, send cavalry which in most times retreats before being lost, round up dmg units with infantry.
I feel that the heavy duty in close combat fighting should lay on infantry. Making easy wins (without losing any units) harder and steamrolling city after city with the same stack close to impossible.
Summa summarum:
Cavalry seems to be to strong in city fighting, maybe even in woods/jungles.
Maybe make heavy cavalry best choice in open plains but worst in close combat.
Infantry best choice for close combat and light cavalry somewhere in between.
I agree with the healing range idea if it's feasible. I disagree with blocking scouts from making towns. I've used scouts to quickly locate and build a town at specific resources. Even a damaged scout unit could start a town, how many settlements were started by groups that took losses and could go no further? Unnecessarily restrictive.Another issue I like to mention:
Right now every unit can heal itself everywhere, simply by standing still.
This leads to endless scouting missions or exploring ships never seeing a friendly settlement from basically round 1 to the last black hole being explored.
Even after receiving damage from wild animals, angry natives or wheather conditions no unit has to return to be overhauled.
Could it be possible that ships can only be repaired to e.g. 2/3 of their HP in high seas and maybe to ~ 80% in coastal provinces (maybe only close to wood tiles) to represent the limitations of improvised repairs. Only appropriate docks where the individual ships are build can repair to 100%.
For units I feel it should not be possible to gain fresh recruits hundreds and hundreds of miles away from own cities. Maybe refilling to more than 50% could only work within a minimum range to own cultural borders depending on map size.
(Of course people could simply found towns with their dmg scouts. This could be adressed by denying them founding cities while beging assigned as scout?)
It "will be" released a few minutes agoAny estimate when a We the People official mod release will happen?
I see it as not really cheating. And if conquistadors can meld with native allies, why the heck can't scouts (who didn't conquer natives as a primary function)?I just see the problem of „cheating“ your way out of a potential healing restriction.
Maybe a „only 100% units can found cities“, is a better solution.
Aside:
Conquistadors could get freed from this restriction to make them more worthwhile in early game and to resemble the merging with native allies in conquests of Middle and South America.
I've been thinking about this as well. There are really 2 schools here between those who like it this way and those who don't feel it atmospheric. What should matter the most is how changing this would be handled in terms of gameplay, both from a Human and an AI point of view.This leads to endless scouting missions or exploring ships never seeing a friendly settlement from basically round 1 to the last black hole being explored.
I'm leaning toward keeping the current system because teaching the AI to handle anything mentioned in this thread could quickly become time consuming, not to mention tricky to get bug free. We do not have unlimited man hours and have to make a priority instead of jumping on anything, which sounds like a nice addition.I'd be curious to hear about the opinions of others on this.
Yes, that's what I've been thinking as well in digging up the implications of the idea. Without denying the unrealistic nature of endless scouting missions, I'm not even convinced trying to restrict this would really serve the gameplay.I'm leaning toward keeping the current system because teaching the AI to handle anything mentioned in this thread could quickly become time consuming, not to mention tricky to get bug free. We do not have unlimited man hours and have to make a priority instead of jumping on anything, which sounds like a nice addition.