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JagSUSsian Reforms


Arup
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1 hour ago, Arup said:

20. (very controversial hence I don't add it to the main list) increase cost of all cavalry by +25 food

idea of pand

what do y'all think?

The units are already more expensive than their infantry counterparts, just much better. Both champion and CS cav take a while to mass up, but their pop efficiency is very strong.

Making them cost more will just delay things somewhat. I would prefer to nerf the unit itself (i.e. speed).

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23 minutes ago, real_tabasco_sauce said:

The units are already more expensive than their infantry counterparts, just much better. Both champion and CS cav take a while to mass up, but their pop efficiency is very strong.

Making them cost more will just delay things somewhat. I would prefer to nerf the unit itself (i.e. speed).

I mostly agree with you. The risk of making cavalry costs more is getting less early rushs while having no effect on calvalry spam in end game. Since one can use corrals and adding +25 food cost will not have a big enough impact on a fully developed economy.

Edited by LeJardindEpicure
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On 15/12/2025 at 1:25 PM, Arup said:

Here are some changes I could think off the top of my head:

1.Hero speed bonuses should apply to the hero itself as well (Mainly for the Seleucus speed issue)

2.The Kushite eco pyramids should have 75 metal and stone cost in p1, 10-15% less build time but reduced 10% bonus. in p2 the pyramids should be 100 stone and metal and give 15% bonus and the build time in A27. alongside this, the range of the pyramids should increase from 40 in p1 to 55 in p2 (an option to upgrade the p1 pyramid should be provided same way sentry towers become stone towers)

3.return archers to a26 state for testing right now, and see what changes are needed after that

4.make the Ostracism tech cost 200 metal

5.Reduced time for construction of Gymnasium in p3 compared to p2 (15%)

6. Increase required exp for City Guards by 15%

7. Reduce Alexander's health by 15% on account of literally being the strongest hero in game right now

8. Make Phillip of Macedon's bonus related to phalanx formation/pikemen for historical accuracy

9. Make all elephants 10% more metal than they do rn in A27

10. Reduce size of all elephant stables (Currently feel too big for medium map size bases let alone normal) and added reduction size of Kushite, Carthaginian, Ptolemic Elephant Stables (smaller elephants, why same size ele stable?)

11. Let Mauryan Civic Centre garrison all types of elephants

12. Give Bindusara, Chandragupta Maurya (infantry version), Xenophon, and other heroes left with no bonuses ATLEAST SOME bonus for regicide gameplay. Also, Increase speed of Xenophon (currently equal to a female even though he's a jav inf)

13. Make Champion cavalry (especially cataphracts) slower than a jav cav, but increase acceleration by a bit

14. Remove bamboo palisade as a buildable structure for Hans in Suvival of the Fittest map (no other civ is allowed palisades or walls) (DONE)

15. ADD HAN SWORD INFANTRY

16. Add Spying tech that allows to locate enemy hero in Regicide games

17. Elephants should Garrison inside Forts as well

18. Add Kushite Chariot Archers to the game

19. Liu Bang, (first Emperor of Han China) radius of cavalry damage bonus increase to 60m

About point 16, i do agree we need to make use of the spying mechanics. Currently it is never used since not much players train merchants. I would suggest expanding the list of bribable units.

I understand that its more logic to bribe a merchant than a soldier but we need, in my opinion, to find a way to make this work.

Edited by LeJardindEpicure
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5 hours ago, real_tabasco_sauce said:

I would prefer to nerf the unit itself (i.e. speed)

yeah, I agree I think that's a better idea than increasing the cost, as @LeJardindEpicure explained... it's already quite unrealistic for cav to be so so much faster than infantry

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@Emaczwhat's the speed of 'em horses in your mod? I think vanilla should match it albeit maybe just a tiny bit faster than your mod otherwise it will be too big a change

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On 15/12/2025 at 1:25 PM, Arup said:

Here are some changes I could think off the top of my head:

[...]

16. Add Spying tech that allows to locate enemy hero in Regicide games

[...]

11 hours ago, LeJardindEpicure said:

About point 16, i do agree we need to make use of the spying mechanics. Currently it is never used since not much players train merchants. I would suggest expanding the list of bribable units.

I understand that its more logic to bribe a merchant than a soldier but we need, in my opinion, to find a way to make this work.

What do you think about an enlarged Spying tech branch in the Tech tree that includes a Bribing soldiers tech after a basic Bribing merchants tech?

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1 hour ago, Obelix said:

What do you think about an enlarged Spying tech branch in the Tech tree that includes a Bribing soldiers tech after a basic Bribing merchants tech?

An alternative could be having a spy unit that only the owner can see (or the enemy would see as its own), along with enemy Lookouts and maybe Towers, also becoming visible after performing some action. These actions could be bribing, revealing information usually hidden to the player (enemy garrisons I think? or whatever useful), assassination, Hero detection, infiltration (climbing walls and palisades), and opening gates, among whatever others can think of. These actions could be made easier or unlocked with experience (instead of having extra techs that will be hard to historically justify). I'd rather have added micro and complexity from more interesting things as these than from repeatedly clicking easily automatable stuff.

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39 minutes ago, Thalatta said:

An alternative could be having a spy unit that only the owner can see (or the enemy would see as its own), along with enemy Lookouts and maybe Towers, also becoming visible after performing some action. These actions could be bribing, revealing information usually hidden to the player (enemy garrisons I think? or whatever useful), assassination, Hero detection, infiltration (climbing walls and palisades), and opening gates, among whatever others can think of. These actions could be made easier or unlocked with experience (instead of having extra techs that will be hard to historically justify). I'd rather have added micro and complexity from more interesting things as these than from repeatedly clicking easily automatable stuff.

An intermediate position, rather than making it invisible would be to deactivate the unit coloring, making it harder to spot when in a forest. But idk if its a good idea, sounds more like scouting and less than spying

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7 hours ago, Arup said:

@Emaczwhat's the speed of 'em horses in your mod? I think vanilla should match it albeit maybe just a tiny bit faster than your mod otherwise it will be too big a change

You are welcome to check it out.
Our speeds vary more than vanilla, some are faster some are slower.  Cavalry is broken into 4 classes, pursuit/scout cav which are only spearman and are the fastest, then light cav which most of time time is your archer/jav cav, sometiems a light melee cav, medium cav and heavy cav.  The more "armor/resistance" the slower they get.

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