Besides obsidian arrows I’m not familiar with any archer vs building bonus damage being removed. Admittedly my off the top of my head history of aoe2 changes isn’t encyclopedic.
I agree in general that obsidian arrows and similar is probably not good game design. mayan arbs could shred through buildings.
Just to be clear those were two and/or lists. not saying that all of LC, SL, and CA/Mangudai should get bonuses against all of gates, walls, vills, and trade. But somewhere amongst those numerous combinations, I believe a good bonus to be.
Basically the idea is to help the mongols harass and opponent eco in castle age, and to do that you need to get into a base (through walls and/or gates) and kills eco units (vills and/or trade carts). The units that are consistent with the mongol identity are LC, SL, and CA (regular or mangudai doesn’t matter to me).
Also I didn’t say it in the previous post but I think “gates and walls” would be just the palisade gates and palisade walls. SLs are only serious threat to palisades cause they can get 6-10 units attacking the same wall. Even then it takes a couple hits to take down palisade walls, though still considerably faster than knights. A stone wall has 7x the HP AND better armor even before it’s upgraded to fortified wall. No bonus that is even semi-non-ridiculous is really going to help in that situation. If you went with CA then yeah the bonus could be less but you’d be in the territory of obsidian arrows. I don’t think there’d be any point of adding any bonus damage to stone walls. Maybe stone gates. You could get enough melee units attacking to make a difference. IDK, probably not, but possibly.
So yeah, I definitely wasn’t suggesting we give mangudai obsidian arrows or anything like that.
Possibly the most interesting combination (actually multiple distinct combinations) would be to give each of SL, LC, and CA an atk bonus against a different group. SL atk bonus vs palisade gates and walls, and vills and trade carts in my head could go either way with CA and LC. So no one unit is buffed a lot, but collectively it gives mongols a gameplan in castle age.
And if the opponent decides, I don’t want to mess with the mongol player raiding me, I’m going to put up stone walls or a ton of houses and “force” them to use siege, then that opponent is out the resources and vill building time when in another circumstance they may have opted to just stick with their current defenses. So the mongol player is still advantaged.
Admittedly this tech probably wouldn’t be so great on a closed map, but raiding in general isn’t as good on a closed map.