Did you stop and consider that maybe, maybe, this comes from the fact each stage is separated by an age and hundreds of ressources in investment?
Then I guess we should also increase the cost of thr pikeman by around a factor of two if we are going to make pikes and halbs able to fight knights and paladins 1v1.
For team game balance, this approach would be great. If Spear-Pike-Halberdier had 50f 40w, 55/65/70 hp, 4/6/8 attack and +20/+30/+40 bonus attack against Cavalry, Halberdier would be preferable unit Team Games.
No, archers are just too strong against spears still.
And I think the stat increase is overall too high, spears to weak and halbs would be ok.
IMO one thing missing in the game is a Tech that reduces the pop occupation of several units, like infantry and foot archers. Maybe even 2 techs that do it step by step. This way we donāt get the problem of having to redesign whole units.
I agree. I think the āArsonā tech didnāt achieve that much. This tech should also be free just like āTrackingā. Another militia line specific tech or in general infantry tech can be introduced.
Enter super suppliesā¦ Militia lines costs -5 gold!
I appreciate the concept of this tech, at least in theory. It would give the devs an additional lever to fine tune the late game strengths of different civs. I dont know that itās necessary, but I like the mindset. Hereās a question though: if implemented, would this be the only tech in the game that adds exclusively bonus damage to a unit (excepting maybe Heated Shot)?
One of the few, yes. Arson and Chieftains are the others that come to mind. I do like the dual effect upgrades better, such as Parthian Tactics, granting both armor and the situational, but relevant bonus damage. Re-balancing units that are so core to the game, is quite a delicate thing, so I didnāt want to alter the current Halberdier too much, introducing merely the extra food cost and research time of a new tech. But these values are of course adjustable.
Arson + Viking and Burmese unique tech