My take on cavalry is that it's all about the charge - if youre using cav in extended melees vs (melee) ground troops then youre going to suffer regardless of where you put the bonuses. Cav are your highly mobile shock troops - if the enemy dont rout soon after charging then youre going to start to lose horses very quickly - the idea (IMO) is to boost that initial charge damage as much as possible.
I can see the advantage in a smithy if you choose +4 attack (almost as good as +5 charge), but the problem with this is that i will almost always choose to go for the defensive path of smithy upgrades - it seems so much more useful in the early game because of the boost in protection against arrows for your (otherwise cripplingly low armour) early units. And this +3 armour wont give any boost to your cav charge at all.
So i'd tend to go for a horse province over smithy for cav. Maybe once i've got a second smithy province i'd devote that to +attack to turn out uber katanas & nagintas (IMO you should use bonuses to boost strengths rather than reduce weaknesses) and in that situation maybe it would be worth producing katana cav in that province too.
Same goes for the encampment - i'd much rather have another +5 charge over +2 armour.
Yeah i noticed this too. Hoping it's a bug.On an unrelated subject, I noticed one bad thing about getting +4 agents straight out of training - you get the skill points but not the retinue. I think a more "organically" grown agent would have two retinue by level 4.
Wow!Originally Posted by xploring
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