Melee Weapons Revisited
This is a small mod which re-balances weapon stats slightly, so primary melee weapons fit the era better without needing unit gimmicks to work right.
Rather then swords/spears/axes sort of falling into a viability trap with higher end units, I chose to better define each weapons role so armies with unusual weapons are both more viable, and more interesting to play.
Since, there are many alternative weapon, cheap low end units that are excellent, but expensive units that use non swords are often ignored in favor of more of your factions meta swords.
TLDR: Simply put, weapons that are objectively worse have been reworked so they shine out of the gate: When CA switched over to the current damage system, they didn’t realize how sensitive units were to small changes in the enemies total damage. Units with a damage lead are almost always strong.
So. If the balance is so volatile to damage leads, why have such big damage leads to begin with?
Specifically:
- Primary weapons are not worse then worse then a mobs knife. Ever.
- Spears are more general purpose because they counter less ubiquitous, and minor threats in this infantry focused era.
- Axes and clubs have been made more specialized against heavy infantry, with a stronger pronounced weakness to cavalry.
- Rare shock weapons have been rebalanced, so falxes and rhomphaia feel distinct. The shirtless falxmen are now more lethal, where as the well armored and shielded thracians are shock infantry which have better staying power but slightly reduced lethality.
- The strongest longswords are no longer stronger then two handed weapons.
- Generally, the goal is maximizing the possible unit diversity.
Spear units more often have spears that progress in effectiveness as you pay for more expensive spears. This is an ongoing process setting this up.
Pikemen have a larger unit size, as they cannot charge effectively, they are only useful for blocking portions of the front line.
More weapons being viable/effective in a straight fight does a lot of good for the game.
I’ve noticed that too many mods just focus on adding celtic style swordsmen to every faction in the hopes of forcing each faction to have a viable front line… Why do we need this?
Its simple, just have all the weapons have a clear purpose without bad numbers that defeat the point of the weapon in the first place.