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That is the end of my long post, hoping the devs can scrape good things from my feedback (I'm open to discussion if it can help) and hoping they create another game, either in a similar context (could be cool to see some Roman vs Roman action with different auxiliary unit such as Pompei Vs Cesar, maybe even tied to a larger favor system to compete for the unlocking of those auxiliaries), even maybe a similar type of conflict (the invasion of Germany by rome and the following desmise) or simply another place (chinese conflicts), time (could be iberia's conquest by the muslim) or even time span (following a family starting from iberia's conquest by the muslim to the "liberation" of iberia by catholics, with all the politics, cultural amalgamation and technological advance in between but might be too complicated, can be a 3 generational story during 100 year war, or another lasting conflict).
I don't have time to respond to every issue individually yet, but I'll make time for it. Take care and thanks again!
Best, Phil
I won't make critic without counter propositions, because it's not fair to judge others work without providing an imput of your own.
By definition, a skirmisher role is to poke enemy units while kiting back. They should be weak to light infantry, cavalry and longe range heavy units (archers, watch towers and warmachines), while having a massive edge vs light range unit (heavier shields and damage), heavy infantry (more range than their movespeed), and have definite advantages in rough terrain (often at the cost of being subpar in flat grounds or using elevation).
But in this game, Skirmisher have the level up choices of Light or Heavy (take less moral damage or attack in melee are safer). That makes them an often subpar unit later in the game. Because neither of them are good for the unit. (Skirmisher weak point is their HP, and they don't want to melee)
As a class, the skirmisher would have benefited more if all had the "light unit" upgrades (either movement bonus in rough, or bonus defense in rough), Even though I don't like this tree either (see next point).
THE exception is the macedonian peltast auxiliary on the roman side (because they are ranged but can hold their ground in melee, sometime being more efficient if they add a 2/3/4 layers of flanking), for which it make sense they have this tree.
A better "soldier" choice would have given me a triple choice of specialisation =>
- +5 range damage (phys for heavy skirm, moral for light)
- Can disengage from ONE melee unit at start of turn (better defense vs 1 disruptor, but punishes bad positionning or reward well timed attack)
- Gain 1 permanent defense in rough (not higher ground, allow to put an emphase on the ambush side of the unit)
This tree would allow Skirmishers to further their advantages (big damage at cost of low range, kiting units forcing to overextend, taking good positionning) instead of giving them nothing.
I talked about Light unit tree so here it is.
The light level up tree gives you access to either no movement penalties through rough terrain, or no defense penalties through rough terrain. On paper it looks good, but their are unintended consequences.
The first being that light unit will die and thrive by the terrain, that's good (this game does a really good job to make terrain important, contrary to say... total war (free sucker punch)). But it also prevent them from being used anywhere there is no such terrain. In turn, that makes them miss valuable XP, leading them to get behind (while heavy units can be used on any missions).
The AI also have trouble keeping it's unit covered, often leading the ultra mobile units do the first wave of damage, die, and the rest is just ripe for pickups. Finally for the player, none of these choices are really appealing.
For Skirmishers, Better movement is always better because they kite better, for light cav it's too strong (you get free strike on range units with gaellic cav, or can bait the IA to split it's troop so much (2 or 3 infantry chasing a gallic cav around the map while you rip them apart with long range). At the same time light infantry can't really use any of them => Devotios and Celtic warriors can't afford to strike non weakenend and will get shreded in the answer the following turn, no matter if they have the defense penalty or not, and them having to reach frontline to deal damages, mean they obviously are in range of retaliation no matter what.
=> Cantabrian amazones are too weak (damage wise) to deal significant damages in the enemy backline, too brittle to withstand the incoming punishment (they ARE in the middle of the enemyline) and don't even have enough cohesion for the second attack to do more than pinching the retreating enemy a bit hard.
=> Standard bearer can't do anything really useful in term of fighting anyway
=> Balearic Slingers are often a subpar unit because they lack damage and aim for moral, which the roman do awfully baddly
=> Cretan archer just don't want to move (and if you are reached by melee they die anyway)
=> Celtic slingers go up to 6 range and neither the movespeed nor the defense bonus should be in the discussion any time.
Those last 3 units + warmachines should be in a special promotion tree (long range artillery) which makes me digress a bit.
My proposition would be a light infantry only soldier promotion (no skirm see prev point, no cav, they deserve unique love, more on that later) tree =>
- Gain a free "second" movement after taking a melee attack without triggering opportunity (limited to 1 escape, or 2 for amazones). The aim being to offer an escape to a flexible unit with low cohesion/hp
- Gain +2 flanking vs range unit. The aim is to provide them with higher "ONE shots" potential vs skirmishers, given they WILL die the next turn anyway.
- Gain +1 Cover, +3/5 base damage (should be around 16) and +10/20 cohesion (roughly up to 55). The aim is to make them a medium infantry with the downside of having less hp or moral (depend unit), but still some utility for 2-3 turn of mild punishment.
IRL is calling for me, but I'll come back to discuss the other unit type promotions.
Following light unit promotion, I come to heavy unit promotion. Namely "when you attack you gain more cover" and "when attacked, reduce moral lost by 30%".
And they do their job, mostly.
The moral defense is a great one, probably the one you HAVE to use every unit. The other one is not bad in design, but would be more useful for a light infantry. This is why :
"Heavy" unit aim to hold a frontline on one place, while the rest of your army does the damage. Commonly refered as tanking. But to avoid making these units too powerful, they are often limited in damage (or for praetorian guard, in number). So having a bonus useful for your tank to take less damage (that they are made to tank) when they have little to gain while attacking is far from great. Would be better if they had moral damage to compensate (you face a well organised unit, barely putting a dent in it, that should chip away your moral).
I would also make heavy infantry take a bigger malus due to rough terrain (hard to have a huge cohesive unit move on a swamp) and make it -2.
Here is how I would have made this promotion =>
- Take 30% less moral damage. The aim is to have a solid frontline
- When attacking gain 1 cover and deal 5 moral damage to adjacent enemies (including target). The aim is to improve moral as a mecanic and give heavy infantry a useful attack
- Reduce penalty from rough terrain (only) from -2 to 0. The aim is to have a defensive option even in winter but taking an opportunity cost.
In the game, heavy cavalry and skirmshers also "benefits" from this tree, but they gain almost nothing from it (heavy cav can't really sustain damages anyway, and heavy skirm get absolutely nothing because they die when they get hit.