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Units die too quickly: Melee units have too little armour


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I think some balance could be created by either nerfing the citizen soldiers (less health and attack), or buffing champions. So far, there is very little incentive to make a lot of champions outside of very late game. Champion units should act like tier 2.5, tier 3 units in other RTS games.

Currently, they simply suck when compared to the costs. They do look cool, but they suck.

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  On 11/03/2025 at 5:28 PM, Atrik said:

Retreating should have a non-null cost

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AFAIK, historically it depended a lot on how one retreated.

Rout is catastrophic, organized retreat not so much.

False retreat are a part of historical strategy, too.

That's the way the game should handle that too - giving agency to both players, since when your enemy retreats you can try to rout him if you have the forces to do so (and do not fear falling into a trap).

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  On 20/03/2025 at 9:46 PM, Emacz said:

Check out historical patch (yes its kinda a different game) but it addresses a lot of the comments here and more!  We are also looking for more feedback/input for future changes.

https://github.com/Emacz2/Historical-patch

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I believe you haven't told us what you intend with that mod.

It's not clear to me what kind of mod it is.

Which are your goals?

Edited by Classic-Burger
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With all of the above in mind, what should be the focus of someone pretty new to the game?

Quantity or quality? Do I spam units in the Town phase, or turtle and wait for champions? Or should I continue to spam CS even in the City phase, with some champions and a hero sprinkled in?

Don't really wanna make a new thread if the answer is simple enough.

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Unfortunately, I don't think there is a simple and single answer. Different strategies can be used that lead to success or to failure. It is you who need to decide according your preference and according to the game situation: which civ you play and which opponents you have  - also different if you fight against AI or human opponents. As an example, spamming units fast (rushing) while ignoring the economy can be risky. Turtling and not moving forward quickly enough for proper defense can also cause failure. Focussing on champions only is not a guarantee to win either.

There seems to be no single strategy that is guaranteed to win - and that is actually great as it allows differnt playstyles.

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Just wanted to say that I, too, think units die too quickly in this version. Taking way more losses capturing CCs for example than I used to.

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@Gurken Khan I have just finished a game with Romans. Just ignoring sieges until you have a good siege unit helps a ton (in the case of Romans, it's the Siege Catapult). Also, Marian Reforms turned my army of weaklings into around 150 champions led by Maximus. Needless to say, the Carthage was screwed.

So, I guess the answer to my question is indeed: it depends on the civilization. Also, the performance was much better after some tweaking of graphics. I had average of 45-50 FPS during the large battles.

Edited by Deicide4u
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Well @Deicide4u, according to my experience, the strategy that works most often is just making as many citizen soldiers as possible, until you reach 200 pop for the first time, then you can start "sprinkling in" champions (as many as possible) and fill "the rest" of your pop with citizen soldiers (if your units die fighting and you cant replace them entirely with champs).

That works pretty well in games with up to decent players. You wont win against real pros with that, and I have no idea about the AI, though

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