Emacz Posted Thursday at 21:23 Share Posted Thursday at 21:23 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? already been done Link to comment Share on other sites More sharing options...
real_tabasco_sauce Posted Thursday at 22:04 Share Posted Thursday at 22:04 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). 2 Link to comment Share on other sites More sharing options...
LeJardindEpicure Posted Thursday at 22:26 Share Posted Thursday at 22:26 (edited) 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 Thursday at 22:27 by LeJardindEpicure Link to comment Share on other sites More sharing options...
LeJardindEpicure Posted Thursday at 22:31 Share Posted Thursday at 22:31 (edited) 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 Thursday at 22:31 by LeJardindEpicure Link to comment Share on other sites More sharing options...
Arup Posted yesterday at 03:42 Author Share Posted yesterday at 03:42 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 Link to comment Share on other sites More sharing options...
Arup Posted yesterday at 06:37 Author Share Posted yesterday at 06:37 @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 Link to comment Share on other sites More sharing options...
Obelix Posted yesterday at 09:43 Share Posted yesterday at 09:43 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? Link to comment Share on other sites More sharing options...
Thalatta Posted yesterday at 11:30 Share Posted yesterday at 11:30 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. Link to comment Share on other sites More sharing options...
LeJardindEpicure Posted yesterday at 12:11 Share Posted yesterday at 12:11 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 Link to comment Share on other sites More sharing options...
Obelix Posted 23 hours ago Share Posted 23 hours ago Reminds me of the Spys in Rise of Nations. 1 Link to comment Share on other sites More sharing options...
Emacz Posted 23 hours ago Share Posted 23 hours ago 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. 1 Link to comment Share on other sites More sharing options...
Thalatta Posted 16 minutes ago Share Posted 16 minutes ago On 04/09/2026 at 2:11 PM, LeJardindEpicure said: 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 How would it look exactly with deactivated unit colouring? I wonder if that would become too noticeable. An alternative I proposed is that "the enemy would see as its own", but of course not control, and it could be attacked as any enemy. Regarding "sounds more like scouting and less than spying", limited speed and FOV would solve that, with a larger FOV reserved only for Heroes (from gossip and such). Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now