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John Paul Jones
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Compare the Horseman unit (2/1/2) to the Swordsman (3/2/1). Both are available around the same time, cost the same to build, and one-on-one they look fairly balanced. But anyone whos played knows that, en-masse the cavalry units will far out-perform their infantry counterparts - even with their lower attack rating. I've all but given up fielding infantry against my enemies.
While it remains to be seen how often horse units will fail their die-roll when retreating, I think the game could have been better-balanced by removing that unit's ability to retreat when attacking (or maybe just when attacking cities)
It would do more to encourage the use of combined arms, as opposed to just building hordes of near-immortal cavalry.
Just a thought.
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Worthingtons
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Pride Park,Derby
Jan 2002 time: 05:17
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dont lose your temper Willem.
Yes, Horse units are quite powerful, but i still very much like my legions (3/3/1) and will build them over horses, The reason is that when I invade my opponents, I like to take my garrisons with me. In my current game with the Romans, I've had just one city taken from me which i captured (didnt have full strength units defending), because as soon as i take it, my Elite Legions are too strong to defeat.
Furthermore, they are better than normal garrisons on border towns, because when the AI foolishly tries to pillage Your legions are strong enough on the attack to destroy them.
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Ironikinit
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I'm quite pleased with the change to the rule so far. I've only played the ancient era with 1.17, but fast units seem to be more balanced. I've started using more swordsmen and catapults. Archers are still too weak, even as a temporary measure.
In terms of realism, they should be quite a bit more expensive than similarly powered infantry units, but realism isn't that big of a concern to me.
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Willem
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Canada
Dec 2001 time: 00:17
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quote: Originally posted by Ironikinit
I'm quite pleased with the change to the rule so far. I've only played the ancient era with 1.17, but fast units seem to be more balanced. I've started using more swordsmen and catapults. Archers are still too weak, even as a temporary measure.
In terms of realism, they should be quite a bit more expensive than similarly powered infantry units, but realism isn't that big of a concern to me. |
Try giving your Archers a bombard strength, range 0. That gives them a free shot at incoming units, and gives them a role as defensive support.
Damn, I should have finished reading the thread. BTW, Dr. Jambo, it doesn't make any difference what the bombard strength is, a free shot will only take off 1 hit point regardless. That's one thing I really hope they change in the next patch, same with ZoC. They're both feeble IMO.
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Ironikinit
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I was toying with the idea of making archers 2.2.1 and the bowman unit 3.2.1 ... longbows the same but give the English a longbow UU 5.1.1.
I prob won't do it tho. The bowman would just duplicate the swordsman and I consider the Babylonians to be fine as they are. Their excellent attributes are balanced by the weak UU. I will try out the archer bombard idea sometime.
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