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hardjoy
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Odense, Denmark
May 2001 time: 06:19
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I'd like to hear your opinions. In civ one often has to determine something like this, if a military concept is one thing or the other (or both) but I think a case can often be made for either choice, depending on your perspective.
For example, in medieval times archers was a deadly force in numbers on the battlefield, effectively "softening" the enemy, before a cavalry charge can be set in. On the other hand, archery was also effectively used as a defensive weapon making it very difficult to approach castles without the risk of being within range of the archers on the walls.
Same thing goes for something like movement. In civ2, cavalry type units have a 2-rate movement, even though the heavy knights of the middle ages might be comparable to the heavy armor of modern times, i.e. heavy and slow, but very powerful in a charge, i.e. high attack, but low movement points. Likewise, infantry, which usually has low movement rates, could reasonably be assigned better movement abilities, due to easy maneuvrability in all kinds of terrain.
So what do you think?
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Swampthing
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Perth, Australia
Apr 2002 time: 05:19
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Just logged on, believe it or not I am facing the same dilemma in my scenario for byzantium.
This is the solution I settled on (The hitpoints and firepower, as well as stats, are variables adjusted to my scenario, so don't take them at face value).
In most artistic representations of the middle and late medieval period, Archers are usually represented an armored, crossbowmen as armored.
The crossbowmen was an easy weapon to use, but it could be expensive, the opposite was true with the bow, a common weapon, but you had to be experienced.
On the basis of a single shot the crossbow was much more powerful, but the bow at the advantage of a MUCH higher rate of fire. Crossbowmen were also more useful from fixed positions and battlements, whereas archers were more flexible in battlefield situations.
Here are my stats
Archer
Attack 3 Defense 5 Hitpoints 1 Fire power 3 X2 def vs Horse, ignores city walls Alpine
Cost 4
Crossbowmen
Attack 4 Defense 3, Hitpoints 2, Firepower 3, X2 vs Horse
cost 3
Hope that helps
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Swampthing
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Perth, Australia
Apr 2002 time: 05:19
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Sorry, in artistic depictions archers were UNarmored, Crossbowmen armored
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Swampthing
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Perth, Australia
Apr 2002 time: 05:19
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Sorry, screwed up again, the Archer should have an attack strength of 2
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hardjoy
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Odense, Denmark
May 2001 time: 06:19
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Swampthing,
Interesting stats. Of course, such stats makes more sense if seen in comparison with the units they're supposed to take out and those that are supposed to beat them. Its actually quite delicate. One thing I wonder is the low HP you ascribe the archers, since I tend to think of hitpoints as a measurement of the maneuverability/survivability in a battle as well as rate of fire, where firepower in contrast is a measurement of the damage done in a successful blow. The more hp's of a unit, the more chances of inflicting damage on the opponent. So I have applied the longbowman with high hp's (I've been generally careful with the hp's, so its still pretty conservative)
Heres my stats so far, in comparison with cavalry (knights) and other defensive infantry (pikemen). I'm also considering giving the lightarmoured unit types the alpine ability. (inspired by your choices)
One thing I've learned is very important is some conservatism in the defence values, since one has to think in the bonus'es of terrain, as well as 50% bonus for fortity, 100% bonus for fortresses, and the x3 bonus from city walls.
Longbowmen :
6a 3d 1m 2fp 4hp cost8
Crossbowmen :
4a 4d 1m 4fp 1hp cost6
Knights :
10a 2d 2m 6fp 1hp cost12 (essentially spent when used)
Pikemen :
2a 4d 1m 2fp 2hp cost8 (x2 def vs horse)
Probably still needs balancing, but the different units will here have a shot at the units they're supposed to take out. All archers will be able to take out knights, and knights will be effective against infantry except for pikemen. Maybe the longbowmen are a bit too powerful in comparison. And perhaps hp's needs to be generally raised a bit for all types of units (taken armor into consideration).
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