^ Agreed with Kraxis, based on the description and the unit size, Forlorn Hope is definantly supposed to be a 2HP unit. I made a few changes myself but for the most part I try to only make changes where the description or just plain common sense dictates the developers intended something... or just balance issues in rare cases. I was huge fan of Player1's work... so with that in mind:
1. Sherwood Archers are described as being able to hide in any terrain, but lack the equivalent trait...
add "hide_anywhere" to the list of traits
2. Demi Lancers are equipped with lighter armor for the purpose, as described, of being more mobile. However they have neither greater stamina or speed than the majority of cavalry units...
switch mount type to "fast_pony"
3. Russian, Polish and Hungarian Spear Militia are described as having long spears, but lack the anti-cavalry trait...
add "spear bonus 8" to primary attributes for weapon
4. Heavy Billmen have the same stats as Heavy Bill Militia...
increase attack, charge and defense skill values by 1 (16,6,11)
5. Venice and Sicily both get Mortars in their unit rosters, Milan for reasons unknown does not...
add "Milan" to Mortar unit description and to equivalent building description
6. Geneose Militia have the same missile attack as regular Pavise Crossbow Militia...
add 1 point to missile attack (13)
7. Retinue Longbowmen have the same missile attack as previous Yeoman Archers, while Yeoman Archers were 2 points higher than the previous Longbowmen...
add 2 points to missile attack (10)
8. Egypt despite being an advanced and powerful state has no high level artillery...
add "Egypt" to Monster Bombard unit description and to equivalent building description
9. Janissary Heavy Infantry while expensive, late developments and descriped as being trained to be the greatest infantry in the world - have pitiful stats. English Billmen, essentially farmers turned soldiers, consistently beat Janissary Heavy Infantry; crack regiment soldiers who have gone thru grueling training since they were small boys...
increase attack, charge and defense skill values by 3 (15,7,13)
10. The various Knightly Orders are basically identical. Knights of Saint John buildings give a health bonus, and Teutonic Knights have maces as secondary weapons. However the Templar, Teutonic and Knights of Santiago Chapter Houses have no equivalent bonuses. Templars are descriped as running a commercial empire in addition to their warlike abilities. Teutons are described as being noted for their success in forcefully converting the populace. Knights of Santiago are described as having a strong maritime tradition. The Templars, despite being described as fierce fighters, and having a charge without orders trait - do not have their ferocity reflected in their stats. For a little flavor, it would be nice to differentiate the Knights of Santiago a bit as well...
add "trade_base_income_bonus bonus" trait to Templar buildings; add "religion_level bonus" to Teuton buildings; add "navy_bonus" to Knights of Santiago buildings; add 1 point to Templar Knight unit attack, charge and secondary attack (14,9,15); replace "hardy" trait with "very_hardy" for Knights of Santiago unit
11. Kataphractoi are severly handicapped for supposedly being elite cavalry, and described as being very heavily armored. Tsars Guards in Russia, while equipped basically the same have significantly higher attack and defense...
increase attack and defense values by 1 (11,17)
12.High level Castles and Cities have the same number of recruitment slots, despite one of the main supposed benefits of Castles being rapid troop production...
increase Fortress recruitment slots to 4; increase Citadel recruitment slots to 5
13. Northern Peasants are too good, Southern Peasants are too bad...
decrease Northern Peasant attack and defense by 1 (3,2); increase Southern Peasant attack and defense by 1 (2,2)
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