Thoughts on unit balance?
Having played thorough a few campaigns, what are everyone's thoughts on unit balance, and what changes do people want to see in future patches?
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Here are mine:
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\- archer militia is too good for their price. 60 gold upkeep is half that of other militia units, and cheaper than peasants. I have never felt I got less kills or less use out of them vs spear or sword militia, and certainly not half the use. Against AI the packs of enemy archer militia is my #1 threat, above melee militia, above even ji infantry, that I always try to take out first. Archers and cav are the only units that really threaten to kill any of my own units.
\- militia units in general are very good for their price. I find my self upgrading units only because I have too much money, not because they are actually worth the price.
\- trebuchets need accuracy nerf vs moving units
\- If melee cav is supposed to be good at staying in a fight, shouldn't it get more melee evasion or more regular damage? Right now it's still more effective to cycle charge them, but they do damage too slowly compared with shock cav I can get for the same price.
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Not units
\- commanders should get 25% campaign movement
\- commanders should also unlock formations
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Fixes of loopholes:
\- Reducing in pricing should stack multiplicatively, so cav cannot become free if you own 3 horse buildings in the northwest and have 2 specific lords.
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Thoughts?