After playing 50ish games (level 33), watching various levels of competitive play from beginner to expert I think it’s safe to say a few things about the core unit chart don’t quite work as well as they should. Now most of these are probably small, but they still exist.
First Spearmen, their “stop” (S) command works, but why should the defensive unit require more micro then the A move cavalry? While I’m fine with the concept of leaving your spearmen AFK near your backline it just doesn’t add up. I would recommend a toggle for them, “brace” (just like many other toggles) that will interrupt any attack action they have to do exactly that, go into their brace stance for cavalry. I think they preform their duties fine, but even with allowing them to toggle and A move, they still get shredded in the front line, so I don’t think it breaks them. Their stats seem sufficient to fulfill their role otherwise.
Horsemen are supposed to counter archers and crossbows. Except, they don’t have any pierce armor. Now I understand everything defensively is in a “neat little box” of either heavy armor or no armor, but I think an exception needs to be made here. Horsemen also can’t frontline at all. I think they should be able to very cost efficiently attack archer deathballs. I don’t think an attack damage bonus is sufficient here.
Finally the Knight, can’t have a conversation about the core unit balance without the knight. I think I may have read it somewhere on here, but I think the first step is to make their unit cost population be 2. The goal here is simply encourage unit diversification. With horsemen and spearmen not being able to remotely frontline at all, it makes sense to have knights and man at arms excel at that role, and they pretty much do.
After this first step I think their speed should perhaps be slower when they aren’t charging, so that they are slower than horsemen. Maybe their charge range could be slightly increased to compensate? (the first change alone might be sufficient as stats wise I think they are close, (except for maybe a bit too strong in feudal age performance)
I know they are meta right now, and their ability to shred villagers in 2/3 shots is insane.
I think all 3 suggestions would align the core units a bit more with the unit counter chart, and allow for a tighter Feudal balance.
I think Feudal balance is a bit harder to see right now due to most factions having “early” tier 3 units. Allowing for knights or man at arms to pretty much cover up a bit of the minor balance tweaks that are needed.
Currently Delhi (and Chinese) are good evidence of this. I don’t want the answer to be that all factions need access to 1 of the 3 core gold units in tier 2. I think the first reaction from the development team should be to get the core 6 unit balance spot on. (Yes I am a Delhi main).
I think the standard counter to Knights should be a clear combination (whatever %s) of horsemen (for health to absorb) and spearmen to deal damage to knights). I think the recommended changes would make this distinction far more clear. Overall this combination is a +2 point deviation. This shouldn’t be a close fight at all if the knights take the fight and don’t just run away. This currently is not the case. The population requirements alone are significant which is one thing I think may be missing from the development teams formula. I don’t mind requiring 2x the total number of units due to cost.
Thanks to all that have read this and I am looking forward to hearing from anyone who would like to participate in this discussion.
Overall I think unit balance is fantastic all things considered.