[Proposal] "Selective Targeting" - Imperial Age Tech

Greetings everyone,

I wanted to open up a discussion about unit targeting logic, specifically regarding ranged units. It’s pretty frustrating when a group of Skirmishers wastes a massive volley on a Siege Ram while getting absolutely shredded by Arbalesters.

While manual focus-firing is a core part of the game’s history, it creates an “APM tax” that can make massive late-game fights exhausting. Over the last few years, Microsoft has introduced fantastic Quality of Life features like auto-farm and auto-scout, which make the game way more beginner-friendly. I believe the same can be done with targeting, but not for free.

Instead of changing the base game logic, what if we introduced a Target Priority System as an expensive, late-game Imperial Age Technology?

The Tech: “Selective Targeting” (University / Castle)

Suggested Cost: (for example) 1500 Wood / 1000 Gold.

1: The Command Card Toggle

Once researched, you unlock a single toggle button on the unit command card, next to the stances.

  1. Clicking the toggle cycles through target types (Default distance-based selectionArchers → Cavalry).
  2. Units will scan their attack radius. If the preferred target is in range, they target it. If not, they fall back to standard proximity targeting (Default distance-based selection).
  3. It requires very low UI changes, doesn’t mess up the screen, and is incredibly lightweight for the Engine.

2: Automated Bonus-Damage Targeting (Worse but better than nothing)

  1. A completely passive, automated system where units prefer to attack targets they have the highest attack bonus (or just the highest damage) against.
  2. If a Skirmisher has an Archer and a Champion at equal distance, it automatically selects the Archer due to its bonus damage.
  3. Zero input required from the player, making combat feel vastly more intuitive and beginner-friendly.

Impact

I know the immediate counter-argument: “This kills the micro skill gap/meatshields like Rams become useless.”

I argue the exact opposite. This is essentially Ballistics 2.0.

Before Ballistics, dodging arrows is easy. After Ballistics, you actually have to micro harder and move unpredictably (for the engine at least). This tech does the exact same thing for army composition. Currently, you can just park a Siege Ram in front of your Arbalesters and let the “dumb” targeting waste arrows on it. It’s a “passive crutch”. If your opponent pays for this expensive technology, that crutch is gone. Now, you have to actively micro the ranged units behind to dodge incoming fire. It makes late-game micro harder and more deliberate.

Deepening the Macro and Mind Games

By making this a heavy Imperial Age investment rather than a free mechanic, it adds massive strategic depth:

  1. Preserves Early/Mid Game Micro: In Feudal and Castle age, classic tactics, like using a single Knight that becomes Neo and Matrix-es his way out of the Archer fire, will still work perfectly.

  2. The Economic Poker Game: If your composition is dominating and you suddenly notice the opponent’s unit production dip, you have to make a macro read. Are they saving up 2500 resources for this tech? Are they hiding a sudden cavalry switch? You have a brief window to anticipate the upgrade and counter it.

  3. Pro vs Low-Level Impact: On the pro ladder, players likely won’t drop 2500 resources on this in a tight 1v1 because they can already focus-fire manually. But in mid-level games or 2-hour 4v4 team games, it becomes an incredibly fun, strategic win-condition.

Giving this out for free would be a bad idea, but forcing players to earn their units’ intelligence, like instructing them to select targets, through macro adds a new layer of strategy.

8 Likes

I just want Rams to not attack farms. I think it will help in their pathing also!

3 Likes

Totally makes sense, it would reduce unnecessary frustration for beginners, make unit control feel more intuitive, and let players focus more on strategy and decision-making instead of awkward micro-management.

1 Like

Where is there room? Every button is filled by one thing or another.

Ranged units are one thing, but melee units would have horrendous pathing.

I believe this is a very proper usage of rams.

3 Likes

I would also like to make non siege units ignore building when you make an attack move command, i want them to attack units and not get stuck on buildings.

3 Likes

Ranged units do not build donjons, so that will be the space for it.

1, it seems proper because of the game’s current logic, it should not be like that. It does not follow any logic, nor realism. Even on the battlefield, soldiers are instructed to fire only against what they can counter, for example, they will not fire against tanks. My friend and I discussed this on Discord too, and the main drawback is the rebalancing it will need for ranged, so the simplest solution is making it a technology (like ballistics) and not a cheap one, teaching soldiers to select a target as instructed.

Yeah, this would fix that too.

1 Like

I think its a good move. But than I won’t be able to destroy opponents mass skirms with cav archers using 1 knight to tank(dodge) all the shots by dancing in front of the line.. ill have to use couple of cav archers themself to dance and that knight will actually fight and be ignored.. :stuck_out_tongue:

2 Likes

Yeah, that kind of micro is definitely a fun part of the game, but introducing this behavior as a researchable tech would add so much strategic depth.

If your current composition is dominating and the opponent suddenly invests in this upgrade, your strategy could die in an instant. It forces you to actively scan the field, you would have to anticipate the switch, notice when their unit production dips to save up for the tech, and create a counter-composition before the upgrade hits the field.

Tech that removes micro… I’m not convinced NGL.

I’d be open for UUs that remove the need for micro. The Shrivamsha Rider, for example, should automatically dodge projectiles the way extreme AI can with any unit, instead of having its current Protoss shield that feels nothing like dodging. (Same goes to the War Dog from TLC.)

Wouldn’t that make ranged units even more dominant than they already are?

2 Likes

Not really, because your skirmishers would also behave like that and counter them, the point I believe is that every unit automatically try to target the unit they counter instead of you having to micro that

2 Likes

I’m just worried that it might cause balance issues in mixed cavalry battles, and makes it pointless (or almost pointless) to add rams to absorb damage, as they would be ignored

It doesn’t really raise the bar at all, let’s not lie to ourselves

Yes, but you can’t say that

This effectively eliminates the possibility of using rams to tanks arrows. Also, instead of attacking the rams, do the castles and towers end up attacking the weaker units, or what?

There’s another matchup that leaves me puzzled: Vikings (or Japanese) vs Mayans. The Vikings usually go for Berserkers and Skrims, and the Maya for Eagles and Plums. And it becomes a battle of the small details, even at the highest levels.

According to your system, the Eagles would automatically ignore the Berserkers (which are already slower) and start chasing the Skirmishers, and the Plums will automatically attack the Berserkers, ignoring the Skirms. What a game.

Well as much as I am reading it could be implemented only for trash units. As gold units tend to destroy almost everything usually.
Spearmen could focus cavalry, skirmishers archers… what about hussars?
They are usefull against lot of things.

The thing i think could be fixed is all units attacking farms. Farms should be untargetable by everything except villagers… its just a mess now. And currently only usefull for farm sniping early, but if they removed that it would be great anyway it makes no sense..

1 Like

Another thing that occurs to me when reading your message is that Eagles have a bonus against cavalry, not archers. So what do we do if our opponent produces Knights + Crossbows? Do we have to click like hell to tell our Eagles to attack the Crossbows?

They have a bonus attack against Monks, so according to the OP, they should automatically ignore the pikes and only hit the Monks. How to auto counter a monks rush.

I understand the OP’s suggestion, but it is flawed in so many ways

1 Like

Umm, I said that gold units should remain as they are, only main trash could get that tactical change… please reread my statement.

Umm, yeah probably.. What is flawed? I mean they might do their job then. But it wont do a big difference if u ask me. As they will still have to move trough pikes to get to monk which might be worse… depending on situation. if this would be imperial tech it might be worse to research it probably. :stuck_out_tongue:
hide 1 monk inside of spearmen blob and hussars die without a fight :stuck_out_tongue:

1 Like

Of course I understood your message; my reply wasn’t directed at you specifically, but was more of a general comment.

Which makes the system proposed by the OP flawed

In this hypothetical system, I guess it would also use enemy armor and maybe total health to calculate which unit it can kill faster.

The micro you can do in this game is insane from the perspective of an actual general in real life, the soldiers would realistically move trying to maximize damage to the enemy, the general only would tell which way