Originally posted by pcasey
I said it in another thread of the same title, but I'll repeat it here I suppose.
IMHO cavalry are overpowered. You can get them a good 6 techs before nationalism brings riflemen into the game which is a minimum of 24 turns for you to exploit your cavalry vs an enemy which has, at best, musketmen as its defenders.
A six attack, 3 move attacker in an era when the best defender is defense 4 is overpowering.
I'd make them 5/2/2 instead of 6/3/3.
I said it in another thread of the same title, but I'll repeat it here I suppose.
IMHO cavalry are overpowered. You can get them a good 6 techs before nationalism brings riflemen into the game which is a minimum of 24 turns for you to exploit your cavalry vs an enemy which has, at best, musketmen as its defenders.
A six attack, 3 move attacker in an era when the best defender is defense 4 is overpowering.
I'd make them 5/2/2 instead of 6/3/3.
6 techs? In most of my games its -1-3 techs! How? If I am Scientific, I go into the indust. age BEFORE researchign Military Tradition (which I generally find not worth researching unless you can get it in 4 turns with a huge cash buildup), so I get Nationalism for free, BEFORE MT.
Otherwise, Its all depends on how I play it. I rarely ever research MT, as said above, and usually steal it. The latest I usually get it is after Medicine, which is generally 2 techs. Cavalry is definetely NOT an overpowering unit. Remember, if you use it against your enemy, they will use it against you. I like Cavalry - they are good for border patrol and for defending cities as the attacker.
I think 6/3/3 is perfect.
Also, I do not think Cavalry should upgrade to tanks. Its very realistic - Calvary were used for a long time before tanks. IMHO, I do not think any human/living unit should upgrade to a machine - so I changes it in my mod (infantry does not upgrade to mech inf., etc). I'd like to see the day I'm turned into a Mechanize Infantry!!!
Comment