Deicide4u Posted March 20 Report Share Posted March 20 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. Quote Link to comment Share on other sites More sharing options...
Emacz Posted March 20 Report Share Posted March 20 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 1 Quote Link to comment Share on other sites More sharing options...
TheCJ Posted March 21 Report Share Posted March 21 On 20/03/2025 at 9:00 PM, Deicide4u said: Currently, they simply suck when compared to the costs. Expand I cannot fathom how you come to that conclusion, given that every pro in this game seems to agree that champion cavalry spearman are overpowered. Quote Link to comment Share on other sites More sharing options...
LienRag Posted March 25 Report Share Posted March 25 On 11/03/2025 at 5:28 PM, Atrik said: Retreating should have a non-null cost Expand 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). Quote Link to comment Share on other sites More sharing options...
Classic-Burger Posted March 25 Report Share Posted March 25 (edited) 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 Expand 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 March 25 by Classic-Burger Quote Link to comment Share on other sites More sharing options...
TheCJ Posted March 25 Report Share Posted March 25 @Classic-Burger The historical mod has three main goals; - Being more historical (some units should not be in the civs they are in) - Differentiating the civs more (you cant play the same strategy with every civ in the historical mod) - Being more balanced 1 Quote Link to comment Share on other sites More sharing options...
Emacz Posted Thursday at 13:50 Report Share Posted Thursday at 13:50 On 25/03/2025 at 4:54 AM, Classic-Burger said: 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? Expand What @TheCJ said! Quote Link to comment Share on other sites More sharing options...
Dakara Posted Thursday at 15:48 Report Share Posted Thursday at 15:48 We are much better than all the other RTS in this concept, it's also one of the reasons I play this game. Quote Link to comment Share on other sites More sharing options...
Deicide4u Posted Monday at 19:28 Report Share Posted Monday at 19:28 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. Quote Link to comment Share on other sites More sharing options...
Grautvornix Posted Monday at 20:00 Report Share Posted Monday at 20:00 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. 1 Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted Monday at 21:33 Report Share Posted Monday at 21:33 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. Reveal hidden contents Guess it's a case of "be careful what you wish for": I wanted buildings to be able to target units instead of randomly shooting (insignificant) stuff... Quote Link to comment Share on other sites More sharing options...
Deicide4u Posted Monday at 22:44 Report Share Posted Monday at 22:44 (edited) @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 Monday at 22:47 by Deicide4u Quote Link to comment Share on other sites More sharing options...
TheCJ Posted yesterday at 02:41 Report Share Posted yesterday at 02:41 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 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.