Magican,
magian wrote:Seriously, light Cav are 18 strength almost all the time? I would say that city terrain is the most frequent battlefield, then open, then other. Light cav are poor city defenders, and city attackers (probably the two most critical roles in the game).
Agreed. Lt Calv are primarily raiding and scouting units. That was their role in real life too.
magian wrote:The current heavy inf are too good because they make other units (particularly the pikemen) less attractive. Having a 20 stength lvl 1 unit also reduces the value of many lvl 2 units (since many are only strength 20 themselves).
Do you say this because the cost is so cheap relative to Pike/Dwarf or because you genuinely believe 20 defense is over powering? In other words, if the cost for Pike/Dwarf gets lowered down to 275 and 300 respectively (where I believe they should be) would you still say the same thing? I'd be especially curious to know what you'd do if every 1 turn unit cost either 50 (crow, scout, lt Inf) or 100 gold (every other 1 turn unit). What would you build and would you build it exclusively or 'as needed'. Because the easiest way to see if somethings out of control is to do what I just suggested and see what happens.
Despite Hv Inf power, I still buy more Elves than I do Hv Inf. I still buy other 1 turn units too. As I said, I only ever buy them on the front line cities.
magian wrote:This means folks will build spiders and avoid most other lvl 2 units, bypassing them for lvl 3s that can actually take cities reliably.
So you are saying this is a bad thing?
I make plenty of L2 units other than Spiders. I don't use them against Hv Infantry behind walls unless I have a lot of bonus's with them. Typically I use L2 units to control ground between cities thanks to their better move, higher strength that allows them to bless easier, go in hero/bonus unit stacks.
Then as you guessed, I use L3+ units to take cities or heavy bonus stacks with Elves/L2 units.
Not sure what's wrong with that concept.
KGB