Funny how you spent almost an hour to try to refute easy upgrades, in favor of “new things” that would be much harder to remember. In the civs tech tree, Franks IE, right after “Cavalry civilization” you would see “cavalry units move 2% faster and attack 2%faster”. It’s much easies than reducing their bonus on other things. If you change their forage bonus IE, you would have franks faring much differently than now on different maps. The way I suggested keeps Franks and every other civ playing exactly as expected, but faring better. While being much easier than changing/adding different bonuses for each civ.
Yes, so we reduce civ wins and make every civ viable.
“Why units?” or “Why this way?”
Simply because it’s the same thing for every civ, only with a twist to the amount.
You need to keep the game the same only changing the result.
Answers like that are pointless, since I’ve already said, you needed be make it more than 5%, make it 20% if needed be.
If devs feel like no good civ should get the bonus, like franks, Incas and such, so be it, but it would be a lot easier to remember if every civ had it, only on different amounts.
Again, the point is not to make a terrible civ the best… it’s to make them less of a terrible civ.
If it’s 5 archers can’t stand a chance now, with it’s bonus they still won’t have a chance, but the attacker will be weaker. Hopefully, depending on the %, enough to raise their survival.
Just stop replying, you clearly don’t get the point and it feels like discussing math with a pigeon.
Make your own comments and suggentions about YOUR topics, I never wanted to be a teacher because of people like you.