This thread is intended to discuss the Cavalry unit (and related units, Cossack and Sipahi).
History: Many feel the Cavalry unit is the single most unbalancing unit in the game, allowing someone with this unit to run roughshod over everyone - regardless of if they have cavalry or not - as it ushers in an era of Offensive Superiority, not closed until at least Nationalism. In a PBEM, this essentially guarantees the game is over shortly after the discovery of Cavalry, as there is strong incentive to attack... and forces you to research straight to Military Tactics.
Problems: The Offensive value of Cavalry - 6 - combined with the move points - 3 - give it huge advantages; you can generally strike with Cavalry within one turn from one city to the next, conceivably ending a war before it starts. It also makes all other offensive units of the time essentially worthless - who would want to attack with a 4/2/1 MI that can barely make it to the front; and the Cannon also can't be of much help when the 6/3/3 cavalry goes way out ahead.
Specifically: Offensive value and speed, for cost, makes Cavalry far superior to any other unit.
Numbers: Cavalry's 6/3/3 compares to likely defensive units Musketeer 2/4/1; to other offensive units 4/3/2 (knight) or 4/2/1 (MI); costs 80 shields compared to 70 for night, musket man 60 shields, 40 shields for the Medieval Infantry.
Possible fixes:
1. Weaken Cavalry, like in AU mod - to 5/3/3
2. Strengthen other units, or add a MI-like foot unit
3. Slow down Cavalry, to 6/3/2
4. Make Cavalry more expensive, or other units less so
History: Many feel the Cavalry unit is the single most unbalancing unit in the game, allowing someone with this unit to run roughshod over everyone - regardless of if they have cavalry or not - as it ushers in an era of Offensive Superiority, not closed until at least Nationalism. In a PBEM, this essentially guarantees the game is over shortly after the discovery of Cavalry, as there is strong incentive to attack... and forces you to research straight to Military Tactics.
Problems: The Offensive value of Cavalry - 6 - combined with the move points - 3 - give it huge advantages; you can generally strike with Cavalry within one turn from one city to the next, conceivably ending a war before it starts. It also makes all other offensive units of the time essentially worthless - who would want to attack with a 4/2/1 MI that can barely make it to the front; and the Cannon also can't be of much help when the 6/3/3 cavalry goes way out ahead.
Specifically: Offensive value and speed, for cost, makes Cavalry far superior to any other unit.
Numbers: Cavalry's 6/3/3 compares to likely defensive units Musketeer 2/4/1; to other offensive units 4/3/2 (knight) or 4/2/1 (MI); costs 80 shields compared to 70 for night, musket man 60 shields, 40 shields for the Medieval Infantry.
Possible fixes:
1. Weaken Cavalry, like in AU mod - to 5/3/3
2. Strengthen other units, or add a MI-like foot unit
3. Slow down Cavalry, to 6/3/2
4. Make Cavalry more expensive, or other units less so
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