Currently testing an increase of 2 points to all cavalry's javelin attack, and more ammo for skirmisher cavalry.
Currently testing an increase of 2 points to all cavalry's javelin attack, and more ammo for skirmisher cavalry.
Thanks the heavens...javelin cavalry are a threat now (acting as ranged cavalry)!!
I remember posting this question a few years ago, but should the governor of Nikaia in Bithynia not be the sort of famous Nikomedes I? Even if you play as Pergamon he does not appear as the leader of one of the scripted rebel armies.
I must be missing something...
Ptolemaic campaign, turn 208. Thorakitai reforms hit a few turns ago and recruitment pools have been updated accordingly. But I can't recruit Kataphraktoi from Antiocheia. Got helcol_three, metropolis, Basilike Patris there, 70% hellenistic culture...recruitment viewer says I should be able to get them.
This maybe out dated but I remember playing a Makedonian campaign and having to go further east (Assyria IIRC) to get access to Kataphractoi, I think it needs the ressource "eastern" or something which isn't attributed to Antiocheia
"To pillage, to butcher and to despoil, they call the false name "Empire" and where they make a desolation they call it peace."
Calgacus, leader of the Caledonians: C. Cornelius Tacitus, Agricola 30.5
If anyone remembers this submod, we're implementing a version of it in Release 3.
It's the thing that's taken a while to agree. Cavalry balance has changed in some important ways with this and the jav-cav boost.
That's great, loved the idea of that submod and often thought of it though never got to use it in a campaign myself. Looking forward to seeing how it's implemented and plays out
Cavalry especially heavy cavalry were always too dominant in amy medieval game/mod. Not sure how the game is going to be balanced arround CAI and Auto-Resolve among AI factions though. How that is going to shape the world of EB2 balance on the map though..
Playing as Rome VH/VH. I have 40 regions now. Capital Roma( Never changed capital ) My corruption is 17 000 per turn and I get income 20 000 from corruption per turn. Meaning, I get +3000 from corruption a turn. Turn 403 Polybian Era.
Now testing the cavalry changes, which I hope to be the last thing to go into Release 3.
Very curious to see the cav changes! Blocks of cavalry are often the decisive element in my battles so it would be interesting to see if I'll need to adjust my tactics and maybe develop some new ones.
Depends on the factions you're used to playing and the units in particular you were using. Romans really need auxiliary cavalry now, their native units have only 60 troopers on Huge (equivalent to 600 men in real life - same as the entire cavalry contingent of a consular army). Same goes Greek cavalry, which are 70 or 80 men for the most part.
Skirmishers are a little more effective and no smaller, so they're more dangerous to other cavalry than they were. Though in all the tests foot skirmishers are still the most threatening thing to them. Eastern, African and steppe cavalry is largely unchanged, fighting nomads using only your Hellenistic units as the Seleukids is a losing proposition. They'll get overwhelmed.
To quote some immediate feedback:
Originally Posted by realm56
Will the new version be uploaded today? It's like 100000 degrees Celsius here and I cannot do anything apart from a little gaming.
How are the numbers of "hybrid" cavalry, like skythohellenic Thureophorentes Hippotoxotai, determined?
That's super interesting. The distinction between cavalry-focused factions and more settled infantry-focused factions being reflected in unit numbers is a really cool one, but if melee + shock cav are getting generally reduced numbers I'd want some manner of buff to their charge impact or individual-model survivability. It would be a shame if I felt forced to phase out medium cav because they suffer from too much attrition in melee.
But then, maybe that's addressed by the general melee lethality changes. I'll say that most of my cav losses have always come from chasing off enemy cav around the flanks, so maybe I'll need new tactics to deal with steppe factions specifically? Excited to try the new changes.
I like the ideas here, regardless. Faction diversity is generally a good thing to foster imo.
Not today, no.
80 for them. Units have been considered individually.
Cavalry already got a charge buff with the increase in melee hit rates to 0.45. What medium cavalry have over the heaviest is durability because on average they have 10 more men. Some medium cavalry, like the Anatolian and Iranian mediums, are still full sized.