Quote Originally Posted by Quilts

1. Lowering charge values. Cavalry would rarely charge into contact against a formation as the game portrays. Gaps yes, but formations.....no.
2. Giving cavalry the 'frighten infantry' attribute.
3. Increasing cavalry defence values so they stay around longer. Part of that 'conceptualising' they are occupying the infantry's attention but wise enough to stay away from their spears.
Interesting, Quilts ! I'll try that. 'frighten infantry'

Another thing we can do is to improve cavalry visualization : by adding the "area" ability in the attributes of cavalry units.
Why ?

I remember the first time I saw the "area cavalry" in effect.
I was playing Greeks in DarthMod, and the AI besieged one of my cities. 2 cavalry units charged a gate guarded by 2 phalanx units in a "V" formation. (silly AI )
Then, I saw my men pushed back by the horses, waving strongly !!
It seemed they were collapsing !
I thought 'HUH do they rout or what ??' and screamed 'Go back in formation you idiots !!'
A few seconds later, they reformed, and the 2 cavalry were finally slaughtered, and routed.
In my hundred hours of play with RTW, it was the most amazing (and scariest) moment I lived

It removes the 'static' behaviour of cavalry. After all, horses should be able to 'move' infantry, even in melee.

I'm testing now the area effect on more units.
The battlefied should look like a dancing floor.