Slings are OP! Hops need a boost! Swords are offensive! Archers are better attackers!

Bednarski

Hipparchus
Historically, Slingers were a cheap and relatively weak offensive land unit. In Grepolis they're the mainstay of offenses. This is plain wrong!

Hoplites were a very strong unit, great on Defense and good on Offense. In Grepo they're ok on Defense until Slings appear, and usable on Offense (but quite bad)

Swordsmen were used primarily on Offense, on defense they were rather weak. In Grepo it's vice versa, they're good on Defense only.

Archers were great at defending cities, and so are (pretty much) in Grepo, however, they're terrible in the game in Offense but historically they were much better than that.

All these units strengths and weaknesses should be re-adjusted to reflect how warfare in the ancient era really looked (to a point, it's a game after all). This defying of history with the current, pre-set unit strengths (since 2010) should finally stop and developers should act on this ASAP!

Although I'm writing this up, I know this will never happen. They will keep going with Slings, a unit with no armor or even a sword, only a sling and some stones as the best unit ever and Hops, wearing helmets, armor and carrying a big shield, being over 3 times weaker than those slings when defending against them.

Currently (since the game originated) Slingers have attack (distance) strength of 23 and Hops def vs distance is a measly 7! What a joke, no doubt the setup was made by developers who had no idea how military combat in the times of ancient Greece was really like! I mean, only a madman could come up with this setup! Yet this is the game we've been playing for years. In reality, a Hoplite would impale a slinger on his spear while his useless stones bounce off the Hops shield or helmet!

The Proposal:

Changing of generic Land Unit Strengths to reflect ancient military battlefield history more accurately.

SLINGER: Lower attack value from 23 (which is ridiculously too high!) to 11. Make it cheaper in production costs/resources. Ensure it's the cheapest unit to build resource-wise, fast moving but not too effective unless used in very large numbers.

HOPLITE: Increase attack combat value from 16 to 24. Increase Defense value vs Distance from ridiculously current low of 7 to 26. Increase Hops production costs in res. Lower unit's speed to 8.

SWORDSMAN: Increase attack value from current 5 to 14. Lower Defense value vs Distance from current 30 (this should be the Hops value!) to 12

ARCHERS: Increase attack value from current (way too low) 8 to 16. New Defense values should be 15 vs Blunt, 20 vs Sharp and 10 vs Distance

HORSEMEN: Decrease the Population cost from 3 ( why is it 3?, one for the rider, one for the horse, and the third?) to 2. Lower Combat Strength from current 60 - it's too high! to 40. Decrease Defense vs Distance (doesn't add up historically) from 24 to 15 and Increase Defense strength vs Sharps from current 1 (way too low) to 7

CHARIOTS: Decrease Population cost from 4 to 3. Two guys in the Chariot plus Horse, that's 3 pop, not 4.
 

Kal Gordon

Phrourach
@Bednarski
  • I'm sure that I'm not the only person who is slightly confused as to why you would suggest changes to the existing units after you've already individually proposed "superior" versions of the majority of the unit types mentioned above that would completely invalidate them (despite your claims that a couple of research points and slightly higher building levels would constitute a meaningful threshold).
  • As you have mentioned, this is a game. It's also a game that relies heavily on spells and mythical creatures in combat, meaning that it's not got the aim of perfectly representing ancient combat.
  • Greek chariots usually had two horses, plus the driver and a passenger, so having a population of 4 makes sense.
 

How Do I Snipe

Taxiarch
Historically, Slingers were a cheap and relatively weak offensive land unit. In Grepolis they're the mainstay of offenses. This is plain wrong!

Hoplites were a very strong unit, great on Defense and good on Offense. In Grepo they're ok on Defense until Slings appear, and usable on Offense (but quite bad)

Swordsmen were used primarily on Offense, on defense they were rather weak. In Grepo it's vice versa, they're good on Defense only.

Archers were great at defending cities, and so are (pretty much) in Grepo, however, they're terrible in the game in Offense but historically they were much better than that.

All these units strengths and weaknesses should be re-adjusted to reflect how warfare in the ancient era really looked (to a point, it's a game after all). This defying of history with the current, pre-set unit strengths (since 2010) should finally stop and developers should act on this ASAP!

Although I'm writing this up, I know this will never happen. They will keep going with Slings, a unit with no armor or even a sword, only a sling and some stones as the best unit ever and Hops, wearing helmets, armor and carrying a big shield, being over 3 times weaker than those slings when defending against them.

Currently (since the game originated) Slingers have attack (distance) strength of 23 and Hops def vs distance is a measly 7! What a joke, no doubt the setup was made by developers who had no idea how military combat in the times of ancient Greece was really like! I mean, only a madman could come up with this setup! Yet this is the game we've been playing for years. In reality, a Hoplite would impale a slinger on his spear while his useless stones bounce off the Hops shield or helmet!

The Proposal:

Changing of generic Land Unit Strengths to reflect ancient military battlefield history more accurately.

SLINGER: Lower attack value from 23 (which is ridiculously too high!) to 11. Make it cheaper in production costs/resources. Ensure it's the cheapest unit to build resource-wise, fast moving but not too effective unless used in very large numbers.

HOPLITE: Increase attack combat value from 16 to 24. Increase Defense value vs Distance from ridiculously current low of 7 to 26. Increase Hops production costs in res. Lower unit's speed to 8.

SWORDSMAN: Increase attack value from current 5 to 14. Lower Defense value vs Distance from current 30 (this should be the Hops value!) to 12

ARCHERS: Increase attack value from current (way too low) 8 to 16. New Defense values should be 15 vs Blunt, 20 vs Sharp and 10 vs Distance

HORSEMEN: Decrease the Population cost from 3 ( why is it 3?, one for the rider, one for the horse, and the third?) to 2. Lower Combat Strength from current 60 - it's too high! to 40. Decrease Defense vs Distance (doesn't add up historically) from 24 to 15 and Increase Defense strength vs Sharps from current 1 (way too low) to 7

CHARIOTS: Decrease Population cost from 4 to 3. Two guys in the Chariot plus Horse, that's 3 pop, not 4.
You should make a new game with all your amazing ideas, instead of spamming the forums that EVERYTHING is wrong and should be changed, thanks :)
 

How Do I Snipe

Taxiarch

HORSEMEN: Decrease the Population cost from 3 ( why is it 3?, one for the rider, one for the horse, and the third?) to 2. Lower Combat Strength from current 60 - it's too high! to 40.
LOL

Changing the pop to 2 and the attack to 40 would leave the same amount of attack per pop, which is apparently "too high"
 
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