Hello imperia team.
I have been playing this game on and off since a long time ago ( 7-8 years ago), played first version, then the third version, then the current version.
There have been a lot of changes to the game, mostly are for the better, a few for the worse, but overall, the game has been improved greatly over the years.
Today is my first post ever on this forum. And i would like to suggest some changes to the units line up which may help to make the game more interesting and more dynamic than the current phalanx/ paladin spamming
THe principle of these changes is we need more varieties of each units type to server different purpose.
Archer line up: ( resource cost : 1k) All archer types have X0.25 damage against siege, and X 0.33 damage if engaged in melee
Longbow archer : 400 hp, 5 range, 48 damage, X 2 damage vs archer type , damage is splitted for all enemies groups X 3 vs spear type, X 0.5 vs sword type ( anti archer purpose)
Archer ( same as current longbow ) : 400 hp 4 range, 64 damage, attack front line units first, X 0.5 against sword type, X 3 vs spear type ( general purpose)
Crossbow: 400 hp, 4 range, 96 damage, attack front line unit first, X 1.5 vs sword type, X 3 vs cavalry, X 2 vs spear type, only shoot every other round ( 1 round for reloading) ( anti armored purpose)
Spear line up: ( resource cost 700) All spear type have "strength in number bonus" + 0.5% damage for each 1k units, up to 100%
Phalanx: 600hp , 2 range ( long pike allow them to hit 1 round early), 40 damage, X 3 damage vs cavarly, X 1.5 vs spear, X 0.75 vs sword, suffer an additional X 2 damage from archer type ( melee specialist purpose, die extremely quick vs archer, most of archer have X 6 damage vs them)
Sentinel: 800hp, 1 range, 40 damage, X 2 damage vs cavalry, X 0.67 vs spear, X 0.25 vs swordmen, Shield wall passive : receive X 0.33 damage from archer/ skirmisher( spearmen, but can survive archer fire, however is very weak against other infantry)
Skirmisher: 500 hp, 2 range ( use javelin and spear, attack same time as light archer, mean before phalanx, but in same round). 40 damage X 2 vs sword, X 3 vs spear, X 1.5 vs cavalry ( good unit for kiting infantry, however not very good vs cavalry, and will die mercilessly to archers)
Sword line up: ( cost 1200) All sword type have "front line wall" bonus which give 0.5% hp bonus for every 2k units
Guardian: 1200 hp, 1 range, 80 damage, X1 vs archer, X 1 vs spear X1 vs sword type, X 0.75 vs cavalry, Shield wall passive : receive X 0.33 damage from archer/skirmisher ( Meat shield, do little damage, is used to absorb enemies damage)
Men at Arms: 1000 hp, 1 range, 80 damage, X 2 vs archer, X 1.5 vs spear, X 1.5 vs sword type, X 1 vs cavalry, ( general purpose swordsman )
Berserker: 1000 hp, 1 range, 120 damage, has X 2 charge bonus, X2 vs archer, X 2 vs spear, X 1.5 vs cavalry, receive X 2 damage from all sources ( Shock troops, dish out as much damage as he receive, an all in unit)
Cavalry line up: ( 3k cost)
Hussar: 1200 hp, attack same round as "heavy archer" , X2 charge, 120 damage, X 4 vs archer, X 2 damage vs siege machine, X 1 vs swordmen, X 0.2 vs spearmen ( their speed allow them to strike siege machine and archer, avoiding frontline),
Paladin : 3000 hp, X 2 charge, 360 damage, X 1.5 vs archer, X 1.5 vs swordmen, X0.5 vs spearmen ( The tank of imperia, all rounded cavalry )
Horse archer : 1000 hp, 4 range, 100 damage, X 2 damage vs spear, X1.5 damage vs swordmen, X 1 damage vs archer, X 1.5 damage vs cavalry, receive X 0.25 damage from range attack ( archer/siege), receive X 0.1 damage from sword/spear type ( u cant hit what u can't catch), receive X 0.2 damage from cavalry ( These are hit and run units, they dont do a lot of damage, but they also dont receive much damage, good for delaying the round until your enemies run out of morales
Thanks everyone for reading,
Valod