Atrik Posted May 29 Report Share Posted May 29 23 minutes ago, Classic-Burger said: Nice graph... Thanks , but it's a sketch/invitation to make a complete map of all unit relationship. As said, primarily to give some kind of framework to unit balancing but it could also be useful for curious people learning the game. 1 Quote Link to comment Share on other sites More sharing options...
Deicide4u Posted June 5 Report Share Posted June 5 (edited) The more I play, the more I think that Forts should just be very strong defensive structures. Edited June 5 by Deicide4u Quote Link to comment Share on other sites More sharing options...
Dakara Posted June 6 Report Share Posted June 6 On 25/05/2025 at 1:18 AM, Atrik said: I like other things in historical, but the slower cav speed there did make me realize that it is a exciting part of playing cavalry. Trying to get the most out of the mobility seems pretty normal. I'm not sure it will be well received by most players to reduce cav speed. Making counter damage actually punishing is probably all that's needed, and what will make the game more interesting. You shouldn't be able just rely on having a big number of champ cavs and bump into any army. As they have mobility and strength, they need a weakness, and that weakness should be being mediocre at holding a front-line against inf spears. Suggestion : restore old counter multiplier values (x3 inf spear vs cav and x2 spear cav vs cav). x2 spear cav vs cav) -> This will create a lot of problems, right? Quote Link to comment Share on other sites More sharing options...
Dakara Posted June 6 Report Share Posted June 6 (edited) Try increasing the space between champion cavalry units. You'll see that we'll be a little less OP. A bit like champion chariots. +piercing armor -1 And remove the health boost tech from Persian and Selucid champions. Champion units need to be balanced between civilizations. Edited June 6 by Dakara Quote Link to comment Share on other sites More sharing options...
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