I agree. Ranged cavalry is too strong. It really ruins the game that with some faction combinations you (Generic you) can win with minimal strategy because you have available those nasty units from phase 1 and the enemy has nothing to effectively counter them early on. In my experience the best (Or not‑so‑bad) units to attempt to counter cavalry skirmishers are infantry skirmishers and melee cavalry, but an army of those wouldn't deter a equally expensive army of cavalry skirmishers. I would like to read about your tactics to counter ranged cavalry. The problem comes from the fact than ranged cavalry can inflict a lot of damage without taking any, or only minimal. Hence, it comes to my mind than there are some alternatives to improve this aspect of game balance regarding the aforesaid unit type: reduce range or reduce HP. Increasing civic center range would also enable the garrisoning tactic which already works to counter the rest of units types (Hence we don't see people rushing with infantry, and melee cavalry rushes has a significant but limited effectiveness). I would also love to see a feature which allows a temporary cease of fire to be in effect from the beginning up to a configurable time limit determined a‑priori. The cease of fire wouldn't prevent all kind of attacks, but only would prevent units from attacking and possibly entering the area around the initial bases For instance, nobody would be able to attack inside the territory of the starting CC of their enemies for the first 5 min of game. This would be of course, optional, and would have the effect of allowing more preparation so as to allow a longer and more strategic game rather than one than ends in a rush in the first 5 min. Regards. EDIT: formatting.