piranha wrote:LP: I've recently read about genghis khan and the history of mongolians so I totally agree. Are you thinking that light cav should travel desert at move cost 2 (lead others)?
About the heavycav, should it get something else if it loses desert?
I think light cavalry should not be able to lead. I personally enjoy how desert terrain requires some units you might usually ignore, like scouts and sandworms. A hero would still be able to travel with light cavalry at cost 2, right?
There's not much you can give to heavy cavalry. They're a 35-strength 2-turn unit in the most common terrain of the game. At 25 base strength, high movement, and 35 in Open terrain, they're still a bargain for 500 gold. They don't need any more bells and whistles.
KGB, heavy cavalry should never have any desert bonus whatsoever. 30 strength in desert for them is still too much. In fact, if you want realism then they should have a penalty. But we don't penalize units; that's a Pandora's box. The Snow bonus is pretty nice, and it's not ridiculous because heavy cavalry have always been utilized very effectively in cold climates. In fact, that's one situation where the equivalent is still used by law enforcement, paramilitary, and outlaws today.
TL;DR? Just skip to the last paragraph.KGB wrote: I would recommend the Lt Calv retain the +8 bonus in the open/desert rather than +5. At 15 strength they are just the same as Dwarves/Pikemen. They should at least be better than that and be reasonably effective at fighting defending HV Infantry.
My way of "helping out" heavy cavalry was to reduce light cavalry's bonus in Open terrain. It would also help pikemen and encourage their use. In point of fact, light cavalry should not be very effective against heavy infantry. Heard of shield walls?
But any strength comparison cannot begin by setting aside the difference in mobility. Light cavalry would still serve the same purpose they serve now, even with no bonuses whatsoever. They're cheap fast movers for expanding, raiding, and reinforcing. I generally purchase them in my first castle, and my whole winning pattern starts with fast expansion. So I'm actually suggesting a mild nerf to my favorite one-turn unit. The idea is to make up for the +5 in desert, and more importantly to make specialty Open units more useful.
So, light cavalry's power is in its mobility and cheap price, not its strength. I have to flatly disagree with everything you stated,
1) Light cavalry don't need to be effective against heavy infantry when defending in open terrain, because...
1-A) Heavy infantry are slow, and don't hit hard. This means they pose much less threat than light cavalry, and when mobile/offensive they are highly ineffective.
1-B) Historically, heavy infantry would form shield walls when defending and beat the piss out of light cavalry.
2) Pikemen are specialty units for Open terrain, and supposed to be great anti-cavalry units. They're very slow, they're expensive, and right now the highly mobile light cavalry is causing them to be very lightly used. The need to increase pikemen's effectiveness at their job, particularly in comparison with light cavalry, is actually one of the motivating arguments for weakening light cavalry's bonus.
3) Dwarves cost 150 more than light cavalry. They are very slow. Even if light cavalry were 10 strength in open, they'd still be superior to dwarves simply because you can afford them, and they can actually accomplish something in less than 5 turns. For 425 gold, dwarves damn well better be able to fight lightweight quick-moving raiders effectively (if they can even engage them).
Synopsis:
Heavy Cavalry would shine more if light cavalry were not stealing their thunder on the plains. 2 light cavalry are approximately equal in Open terrain to one heavy cavalry. They accomplish this while being inexpensive and slightly faster than heavy cavalry. To me, lowering the bonus so that they are 15 in Open terrain kills two birds with one stone, effectively increasing the use for pikemen and heavy cavalry.