Originally Posted by Caravel
I'm sure I can add a new projectile in the same way that I can add a new unit, otherwise the shuriken can be used like you say. I think that was used for the battlefield ninja but can't say for sure because I can't remember ever using any.
-Edit: I've been looking at cavalry speeds. I've noticed, among other things that Gothic Knights run as fast as Muwahid Foot Soldiers!? Is that horse pulling a trailer? ("Gothic Knight and Cart"??). They also have masses of armour and defence and decent melee. This seems to be very un knightly indeed. If I'm deploying these on the field I want them to hit the enemy like a ton of bricks then back off for another charge, not slowly crawl up to the enemy hit them half heartedly then sit their meleeing. Geezer57 has all ready pointed out that the weight of gothic armour is largely myth, and they were not hoisted into the saddle as I suggested earlier, this is also a myth. I remember reading somewhere that not even jousting armour was that heavy, but was simply too awkward and cumbersome for battle. In view of this I would certainly impose a minimum gallop speed of 16 (currently 12) and a minimum cavalry charge speed of 18. (this excludes camels and infantry). This would make units like Kataphraktoi and Gothic Knights much more mobile, and realistic.
Gothic Knights also have a very poor charge bonus for their class. The charge bonus needs to be upped to 8, the same as Kataphraktoi. They should be the most powerful cavalry on the battlefield. The cost and amount of teching up needed certainly warrants this. I would also have to tweak some of their other stats to give them the edge over lancers which are currently better in every respect.
This brings us back to Kataphraktoi and Khwarazmian Cavalry. The latter essentially the former with half the charge bonus and almost twice the speed. Again, you want these types of units to charge and be effective at it, if they are horse archers a lesser charge is somewhat acceptable, but as pure heavy cavalry it is not. I would propose reducing the speed of khwarazmian down to the minimum gallop and cavalry charge level stated in the first paragraph. I would then increase the charge bonus to 8 (from 4), and then tweak the other stats to put them at a slight disadvantage to the Kataphraktoi.
The Templar Knights also have a charge bonus of just 4, which I would double to bring it in line with all other knights of the same type.