Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Crim Oct 30, 2016 @ 12:04am
Combat Triangle
I want to start by giving props for making Warriors relevant in the game, and making them part of the official combat Triangle.

Altho, the Triangle is a little broken at the moment

So, let me start by explaining what is the Triangle. It's a basic Rock Paper Scissors counter system. The game has 3 Unit Types (5 actually, but I will get to the last 2 in a minute).

Spearmen counter Cavalry, Cavalry counters Swordsman, Swordsman counters Spearman

Excellent system... Except Spearman are really weak in the game and Pikemen are a dead end technology.

So currently the system is Cavalry counters Swordsman, Cavalry still win against Spearman... and people are just going to spam Horse units.

Really quick before I go on, the last 2 unit types are Light/Heavy Cavalry, and Archers.

This is how the system SHOULD look like when we fully examine it.
Spearman DEVASTATES Light Cavalry, and wins against Heavy by a good margin
Swordsman beats Spearman, and fights equally to Light Cavalry
Light Cavarly having high movement destroys Archers
Heavy Cavarly DEVASTATES Swordsman, and have a lot less movement than Light
Archers go pew pew pew

So let's understand what needs to happen.

1 - Spearman and Pikemen need a straight up buff.
2 - Horseman needs a small nerf
3 - Heavy Chariot needs a small buff
4 - Swordsman need a buff to allow Warrior be the defacto choice of the first 'Triangle' while he gets buffed to being the defacto choice of the second. Muskets moved to 3rd.
5 - Archers need a buff for the same reason as Swordsman, moving Archers to the choice of the second triangle

Tech needs to be changed too
1 - All unit lines should have each other and pre-reqs.
2 - Try to avoid having other 1 unit line overlap too heavily with another
3 - Increase Archery and Iron Working slightly
4 - Make Gunpowder more required in higher techs
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Showing 1-2 of 2 comments
GronkJuice Oct 30, 2016 @ 12:19am 
The problem I have seen in the vs system is that the units have 0 base counters. you have the have an upgrade first.

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)
Crim Oct 30, 2016 @ 12:34am 
Originally posted by GronkJuice:
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)
I think those would be 2 really good changes
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)
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Date Posted: Oct 30, 2016 @ 12:04am
Posts: 2