Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Melee -> anti-Calvary - But anti-Calvary have an uprade that gives them +10 to melee units as a lvl 2 upgrade
Calvary -> ranged - But melee and anti-Calvary have zone of control which prevents movement advantages that they have, plus the games auto pathing will not look for a way around it.
Support units give more bonuses to ranged and melee over others.
Will admit that the siege units are nice vs cities, but with the setup and loss of power after getting bombarded is horible. I believe that they should have a buff vs city bombardment to force units to go after them.
Swordsmen can't the time where warriors get deleted because of the requirement for iron. If you want melee gound and have no iron then you will no longer be able to make them after research.
I do think that you should have better baseline fightings like I said already, but you should have advantages for every unit for it to work not just anti-calvary having more atk vs them, but Calvary should have some kind of advantage as well
I think that Calvary should have a base advantage to use one additional movement then tile in order to run past zone of control
anti-Calvary should either have a +str to Calvary or have a bonus to zone of control vs Calvary, like how if Calvary enter their zone they take 10 damage (since spears can damage horses before they get close enough to fight, and many modern anti air hand held weapons have quick lock features that work better on slow moving air like helecopters.
Melee should get some kind of bonus like take less damage from anti-calvary units (since both it is normally poorly trained, genaric units, that have spears in history, and it is next to impossible to hit a lone human with a rocket)
Anti Cavalry (Spearman) should be able to deal auto damage to any Cavalry that enters their Zone of Control
Light Cavalry should be able to ignore Zone of Controls for Movement. However would still take the auto damage from Anti Cavalry.
This creates a situation in which both units are able to properly perform their job. Anti Cavalry would be able to properly counter Cavalry.
Light Cavalry would be able to run past and hit the Archers (albeit slightly under full force)