Artillery unlocked with technology level 3: What do starting with artillery at level 7 really add to the game? The new fort system add importance to the artillery and being unable to get them for the first 40-50 years is not fun given that cannons was used against fortifications in the early 1400s.
They don't need to be powerful in combat, maybe only 0.75 fire and useless shock value but they will still be very usefull because they greatly reduce the siege time.
Breakthrough: To nerf artillery a bit and also make cavalry more useful I suggest adding a breakthrough attribute. This would be zero for artillery and infantry (can be modded) while maybe 20% for cavalry. What brealthrough does is that it allow cavalry to damage back row artillery. Then the cavalry attack a front row unit, 20% of the damage will also be given to the artillery behind the unit. This mean that cavalry can cause significant damage to artillery and their importance increase as the enemy starts to use more artillery.
Persue: With the new fort system, losing battles carry less of a risk because the enemy can't follow the defeated army because of the zone of control system, losing a battle to morale is not that hurtful. The importance of morale have been significantly reduced.
I suggest that the damage during combat be reduced somewhat and add in a special persue phase. Then an army is forced to retreat from combat because of morale, the combat don't immediately ends but it enters the persue phase. This phase last only for 3 days. Only cavalry from the victors army participate in the persue phase.
It works this way: Cavalry from the fleeing force will defend by making up to half of the pursuing cavalry attack them, each defending cavalry can only defend against one attacking cavalry. The rest of the persueing cavalry will attack artillery regiments but each artillery regiment can only be attacked by one cavalry. If no artillery regiment can be attacked the cavalry will attack infantry regiments, again each regiment can only be attacked by one cavalry. If no infantry regiment can be attacked then the cavalry will attack cavalry regiments.
In the Persue phase, the dice is roled as normal and the manuver value of the two generals is used in the same way as the fire and shock value are used. The pipes the units have don't matter at all in the persue phase, the attacking cavalry have 3 attack pipes and the defenders have zero pipes.
The damage dealt is the combined fire and shock value of the cavalry. Damage dealt to defending cavalry regiments are normal. Damage dealt to defending infantry regiments are doubled and against artillery regiments quadruple. The attacking cavalry will not take any damage.
Exemple: The persuing force have 10 cavalry. The fleeing force have 15 cavalry, 2 artillery and 2 infantry.
First 5 persuing cavalry are assigned to attack the cavalry. Then 2 cavalry will attack the 2 artillery regiments and 2 cavalry regiments will attack the 2 infantry regiments, the last cavalry regiment will attack an fleeing cavalry regiment.
So 6 cavalry regiments, 2 infantry regiments and 2 artillery regiments are damaged by the persue phase.
They don't need to be powerful in combat, maybe only 0.75 fire and useless shock value but they will still be very usefull because they greatly reduce the siege time.
Breakthrough: To nerf artillery a bit and also make cavalry more useful I suggest adding a breakthrough attribute. This would be zero for artillery and infantry (can be modded) while maybe 20% for cavalry. What brealthrough does is that it allow cavalry to damage back row artillery. Then the cavalry attack a front row unit, 20% of the damage will also be given to the artillery behind the unit. This mean that cavalry can cause significant damage to artillery and their importance increase as the enemy starts to use more artillery.
Persue: With the new fort system, losing battles carry less of a risk because the enemy can't follow the defeated army because of the zone of control system, losing a battle to morale is not that hurtful. The importance of morale have been significantly reduced.
I suggest that the damage during combat be reduced somewhat and add in a special persue phase. Then an army is forced to retreat from combat because of morale, the combat don't immediately ends but it enters the persue phase. This phase last only for 3 days. Only cavalry from the victors army participate in the persue phase.
It works this way: Cavalry from the fleeing force will defend by making up to half of the pursuing cavalry attack them, each defending cavalry can only defend against one attacking cavalry. The rest of the persueing cavalry will attack artillery regiments but each artillery regiment can only be attacked by one cavalry. If no artillery regiment can be attacked the cavalry will attack infantry regiments, again each regiment can only be attacked by one cavalry. If no infantry regiment can be attacked then the cavalry will attack cavalry regiments.
In the Persue phase, the dice is roled as normal and the manuver value of the two generals is used in the same way as the fire and shock value are used. The pipes the units have don't matter at all in the persue phase, the attacking cavalry have 3 attack pipes and the defenders have zero pipes.
The damage dealt is the combined fire and shock value of the cavalry. Damage dealt to defending cavalry regiments are normal. Damage dealt to defending infantry regiments are doubled and against artillery regiments quadruple. The attacking cavalry will not take any damage.
Exemple: The persuing force have 10 cavalry. The fleeing force have 15 cavalry, 2 artillery and 2 infantry.
First 5 persuing cavalry are assigned to attack the cavalry. Then 2 cavalry will attack the 2 artillery regiments and 2 cavalry regiments will attack the 2 infantry regiments, the last cavalry regiment will attack an fleeing cavalry regiment.
So 6 cavalry regiments, 2 infantry regiments and 2 artillery regiments are damaged by the persue phase.
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