by LPhillips » Tue Feb 07, 2012 4:39 am
Anyone who does not share Igor's point of view does not need to read the following textwall. Spare yourselves. The short paragraph above says it all succinctly.
Let us examine a specific example: Your enemy masses 12 Heavy Infantry in a city. Hell, just for kicks, let's say it's 32 of them in a +15 city. It's between your units and his other cities. You purchase Pikemen, and place 3 in each of the stacks you are going to move past his city full of Heavy Infantry. Meanwhile, you acquire more gold per turn than he does, because the net income is important and not the gross. It doesn't matter if your cities give you 800 per turn if you have 700 in upkeep, because a player getting 500 per turn with 250 upkeep has better funding than you do. So, you are accumulating more money per turn, which results in buying better production and having better hero offers than he has. Don't bring ruins into this; they're totally irrelevant to the discussion. You're beating him already. Now you take your stack of 3 Pikemen and 5 Light Infantry, you march right past his city as slowly as you please, because he can't do a damned thing about it. All his Heavy Infantry can do is die horrible deaths if they try to leave that city or attack anything. You keep marching and burn his other cities. It's that simple.
If his city is in/near hills, you use a dwarf to make your units zoom past his city at high speed, and he can't even march a few spaces to catch you. If he does attack, he'll be slaughtered by even a few Dwarf units.
Bottom line: You simply can't examine Heavy Infantry in some sort of best-situation vacuum where you only look at one aspect of them, especially when they have such strong balancing handicaps. You don't moan about Dwarfs' 30 strength when attacking on hills (far higher than any other 1-turner ever has alone, along with their other fine attributes including not being worthless for anything beyond sitting still and soaking up money).
See? Heavy Infantry aren't overpowered. You just need to use the units available to beat them, and not worry about someone stupidly stacking weak units in a city you don't even need to attack. If he can afford strong attack units in addition to those infantry, to prevent you from going around, and you don't have real, powerful units to attack him anyway, then you've lost. It's not about what units he loses, it's about his production being better than yours. He has more money and better production, and you've already lost the money battle. If he doesn't have more cities and net income than you, then you can let him build Heavy Infantry for 10 turns if you like while you build better units with less upkeep and you will have more money, allowing you to buy more heroes/allies and better production.
We've had this discussion in the forums before, so I'd like to put it to bed for good. Thankfully Piranha and Snotling already chose not to go the route of making all units basically the same and utterly boring. Truly, it would ruin the game.
The whole game is about money. Also, the strategy of it and the tactics employed hinge on the units being as different as they are. What you're suggesting is like this: You go into an Ice Cream store and see that plain scoops of Vanilla in a cone sell more than anything else. So you say, "to give the other flavors and treats a chance, we'll make everything more like vanilla and make sure it all comes in a cone." It might sound good, but it's not. With your suggestion, all we'd have left is "Do I want two scoops of vanilla for $2.00, three scoops for $2.50, or two and a half scoops for $2.10? Or I can have one and a half scoops of vanilla blended softly in a cone for $2.20." It would just be a matter of choosing the most mathematically sound version of the plain, homogenous footmen with negligible differences from each other. All we'd have left for tactics with 1-turners is hammering away at each other like one of those idiotic wave-summoning games online.