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Old February 21st, 2005, 11:28 PM
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Default Re: Infantry Balance Mod

I think 1 to 4 gold is about right for a militia.

On reflection, 0 is too low and would be used for Lobo Guards and Slaves.

I don't think being able to recruit a ton of them is too great an advantage - it's the advantage they're supposed to offer.

When I have excess gold (e.g., as Ulm) I will use Tribal Warriors and especially Tribal Archers for this, if I have them.

I almost never use slingers, but I will use shortbows.

I think there is a general error though in the accuracy ratings of units. It generally doesn't matter though, because only leaders can change equipment. Historically, archers or even slingers tended to be specialists, implying special training. So I would expect archers to have higher accuracy than regular troops. Generally, I think archers should be about as expensive as professional troops. I'd just lower the accuracy of non-missile troops (and most commanders) to about 8, leaving archers as is.

Unskilled or low-skilled troops would generally be rather less expensive than professionals. I'd think there would be about five tiers:

Slaves, lobo guards, summons - 0 gold
Militia, conscripts, unskilled fodder (skills 8) - 1-4 gold
Low-skilled troops (skills 9) - 4-8 gold
Professional troops, but not elite (skills 10) - 8-10 gold
Elite troops (skills over 10) - 11+ gold

Then I'd either jack up the costs of the powerful summons, or halve the costs of infantry as listed above.

Edit: Also, until Light Infantry gets the AI smarts to use their speed to avoid pitched battle with Heavy Infantry, I might lower their skills to 9's to justify charging 50-60% their cost, for balance purposes.

PvK
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