Just a small balance issue. The Muslim Calvary units came out to be very weak compared to other tech groups at the same tech level during the mid-game (roughly mil tech 10-18). The Qizilbash Calvary, came out at tech 6, only has 7 pips, much weaker than to Ottomans Spahi (10 pips), Indian's Mansabdar (10 pips), Eastern's Eastern Hussar (9 pips) and even western's Schwarze (8 pips). That is ridiculous compared to the actual strong combat ability of the Qizilbashes during the early Safavid Persia (Ottoman's military superiority over the Safavids and the Mameluks was mostly because of its artillery rather than superior calvary). Muslim Musketeer Calvary (I honestly don't know what it represents historically), which came out at tech 14, is also weak compared to the new units from other tech groups and need a small buff (only 9 pips, even weaker than many obsolete Calvary units from other techs).
Most of nations belonging to the Muslim tech (the Safavids, the Mamelukes, the Berber nations, the Arabian states, and those sedentarized nomads) heavily rely on its calvaries historically because of the terrain and climate. That explain why those nations have 80% of calvary ratio instead of normal 50%. Their calvary units, which historically very strong, should be buffed as I have pointed out (at least buffing to the same pips as other tech groups in early and mid games) .
Most of nations belonging to the Muslim tech (the Safavids, the Mamelukes, the Berber nations, the Arabian states, and those sedentarized nomads) heavily rely on its calvaries historically because of the terrain and climate. That explain why those nations have 80% of calvary ratio instead of normal 50%. Their calvary units, which historically very strong, should be buffed as I have pointed out (at least buffing to the same pips as other tech groups in early and mid games) .
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