Ave EB Veterans,
First – kudos for the EB Team for your work. I find EB as the most impressive mod ever. I really appreciate that you stick to history – the more accurate it is, the better. I especially like the govt concept and all the buildings. I am excited about EB2 and keeping my fingers crossed for you to have time and dedication to make this mode come true .
Second, I have some questions. I have read the FAQs and guides, so they I hope my questions are not trivial. In case they are I will be grateful if you can give me a link where I can read about these issues .
1. Cavalry charge:
1.1. I have read that “follow through matters the most” - what does it mean? Is it “run through” –you click not on the enemy unit, but behind it, or you make another charge with another unit. In the latter case: should I withdraw the first unit and then charge, or should I lead another charge into the group of fighting people (i.e. into the back of my first unit)?
1.2. How quickly does the “charge bonus” dissipate? 5 seconds?
2. Friendly fire
2.1. How far behind my own troops should the archers be positioned so that they don’t shoot at the back of their comrades?
2.2. Is there a difference between slingers and archers as far as above distances are concerned? (maybe sling shots have more parabolic trajectory, so the distance is smaller?)
2.3. If the archers are put at „Fire at will” mode and a friendly unit is approaching their target, will they change shooting to another target, or they will shoot their fellow unit?
3. Units’ features
3.1. What does the feature „training” do? Is a “highly-trained” unit more likely stand in formation? Or does it move faster?
3.2. How does the cohesion of a unit influence the fighting? F.i. are the loosely formed units more likely to lose morale?
3.3. How deep should a unit’s formation be – for instance for Hoplitai: 4 ranks, 6 ranks? I have read that for the archers to shoot the best is 3 ranks.
4. Hiding in the woods
4.1. Assume that my units hide in a wood and I want them to go through the woods to encircle the AI troops. Will the AI spot this move instantly, or only from a close distance? Does it differ for cavalry and infantry?
5. Sieges
5.1. Why should you bother to build walls in your cites? You will not use them and they are expensive. My experience tells me that it is always better to fight in the open terrain than allow the enemy to put up a siege.
• First, the walls don’t add much – you can approach walls with little loses and AI is very good at doing it. The siege equipment is also very good, no problems going up the walls.
• Second, you cannot maneuver in the city – AI is very steady at storming the city, difficult for it to make serious mistakes.
• Third, your archers and skirmishers do little damage even if you put them at the walls.
• Forth, leaving a city for fight put you in a difficult position for maneuvering.
5.2. Related question: I always storm a city as soon as possibile (if a spy opens the gates – immediately, if not – I wait just one season). What are the benefits of waiting, but the (minor) loses for the defender which accrue in the meantime? (of course, sometimes you are afraid of the enemy inside (elephants?), so you’d like him to go out of the city and fight in the open).
6. Cities
6.1. Government bonuses: Where can I read what are the benefits of different govt buildings? In this thread somebody presented SPQR/Seboz/Makedon – where can I find this data?
6.2. Where can I read about relationships: loyalty <> public order <> happiness?
6.3. Population and income. I could not discern a link either between population and farming income, or population and tax income. It seems to me that the cities have a defined numbers and you can increase this income only through buildings. As far as trade is concerned – I also see very tenuous relationship. Am I right?
6.4. In general: I would expect higher differences in income between large cities and small town. In one game, my Ptolemai have Alexandria of 20K size and Paraitonion of 2K size, but the income (both very high taxes, Alex has some income-improving buildings) are 3,4K and 1K minnai, respectively. I find this difference too small, economies of scale should exist.
7. Other
7.1. Assassins: does anybody use them? They are extremely cost-unefficient – high upkeep, and very low chances to kill anybody. Of course, you can train them on enemy captains, but until they get some experience you will pump a lot of money in them. Waste of money, better to put up an army.
7.2. Autobattles: I like the concept “you have brain, the computer gets stars” for FMs. But in this case a human player cannot resort to auto-battles, since he always looses or suffer such loses that even a small battle can change the balance (I play VH/H – I find myself always striving to get any surplus). But at some point there are so many battles (f.i. when Ptolemai fights AS) that you’d like to resort to autocalculations for some of them. Do you know if somebody made a mini-mod which supports human players in auto-battles?
Thanks in advance for the answers
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