My version of suggestions
In the Feudal Age:
To make the rush more threatening, they must achieve sufficient quality in time and be able to choose to actively engage or escape when fighting Archers.
- (optional) Rename Man-at-arm to Swordsman.
This is a change for historical accuracy. Obviously not necessary for balance work, but I will refer to it as Swordsman in the following.
- Increase the base speed of Swordsman to better 1 or at least 0.96 as fast as Archer.
At least they can no longer be vulnerable to the kiting of Archers. If the Archers are to pause their movement to fire at the Swordsmen, they can have a chance to escape or catch up.
This should be a direct buff to the stats. If it requires cost and time to research, the best timing of rush is easily to be missed.
- New tech: Military Drums, to give infantry +10% speed.
This would bring easier control and obviously better combat effectiveness to Swordsman, Spearman and Eagle Scout. They can be more effective at catch up Archers, Skirmishers, and the infantry that have not been upgraded with the same tech.
Combined with the Swordsman speed buff mentioned above, this should encourage the use of more feudal infantry. Some civs that currently do not have Squires should not have this technology so they can keep their weak infantry identity.
- (optional) Make the Swordsman just replace the Militia, being trainable in the Dark Age. Or, make the Swordsman upgrade free.
The Swordsman in the Dark Age will have the same stats as the current Militia, and will be upgraded back via shadow upgrades when hitting the Feudal Age. Whether in this way, or simply making the Swordsman upgrade free, the essence is exactly the same, and the goal is to start their power spike earlier.
But this may be too powerful if combined with the above changes, so it is probably not necessary.
- (optional) Make the training time increase and change the effect of Supplies to reduce the training time instead, if the base cost is going to be set to 45 food from the beginning.
If lower cost is more beneficial than faster training to earlier the power spike, it may be good to apply this change. If faster training is more beneficial than lower cost to earlier the power spike, it is not necessary.
In the Castle Age:
Aside from the purpose of fighting the Eagles, itâs only worth continuing to use Longswordsmen when thereâs a chance of gathering enough Swordsmen in the Feudal Age.
- Change the effect of Squires to give the Swordsman line +10% speed after having Military Drums.
This gives the Longswordsman a truly competitive speed, helping it keep up with most infantry.
It makes sense for the term Squires to remain in the same Age as the Knights.
In the Imperial Age:
Lower the barriers to using them and provide more incentives. Even if the Swordsman line has not been used before, you can switch to it and spawn heavily with a well-developed economy.
- New tech: Fencing School or Swordsmanship, to give the Swordman line +1 attack and research all the upgrades of the Swordsman line instantly.
It costs 200 food + 110% of the sum of the costs of the upgrades not yet researched. This means you can get the rest upgrade immediately at 10% more price so you donât need to wait long if you need them urgently. Even if you already own the Champion, you can still get +1 attack for 200 food.
- New tech: Sack or Loot, to allow the Swordman line to slightly generate gold when attacking buildings after having Arson.
It is intended to encourage players to use them to siege, especially in late games when there are a lot of siege weapons and easy lack of gold.
We can achieve delicate balance work through a variety of technologies. For example, civs with strong Champions such as the Romans and Armenians should not have Fencing School, while civs such as the Malays who are good at trash war probably should not have Sack.