Age of Wonders III

Age of Wonders III

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Pikemen Update
   
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17 Aug, 2018 @ 8:37pm
18 Aug, 2018 @ 12:04pm
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Pikemen Update

Description
In order to make pikemen stand up against higher tier cavalry, I increased the tier of every pikemen up to tier 2, including the tigran sun guard, which does mean that the tigrans are the only race able to make a t2 unit from the barracks.

In general, each unit has gained about +1 resistance and defense (ranging from +2, +1 to +1,+0) and about 2 attack and 7 health. Notable differences from the base unit include:

Orc Impaler: has inflict bleeding wounds
Dwarven Deepguard: has defensive strike
High Elf Union Guard: damage profile changed from 9 + 2 shock to 7 + 6 shock, and has inflict shocking.

I am considering adding one more ability to each of the pikemen in the future, if they feel they don’t hold their ground against cavalry and monster units of their given tier.

I based their stats off of both a few t2 pikemen introduced by Empire Building Mod and many t2 melee infantry in the base game, namely the berserker, crusader, tigran prowler, frostling royal guard, high elf guardian (Empire Building Mod), orc heavy pikeman (Empire Building Mod), and the goblin butcher. If they feel too strong, too weak, or not flavorful enough, please lend your suggestions. It was my priority to make them balanced while also giving them a lot of personality.
3 Comments
Hammerhand 13 Jun, 2019 @ 8:46pm 
Very important mod for true pikemen players.
VOX N' MOX  [author] 21 Aug, 2018 @ 8:46pm 
The Empire Building Mod introduces t2 pikemen and I didn't run into this problem. Also, no matter how powerful the pikemen, you'll have a very hard time taking a city with walls, so I find that they don't fill the same role.

The stats overall of the pikemen are lower than a typical t2 infantry, with lower attack and defense scores. Considering that overwhelm is a pretty common trait among the infantry line, I believe they will still maintain distinct roles in the battlefield.

Remember that races with t1 infantry and t2 pikemen are also already in the base game, and so although it may introduce a problem that pikemen are stronger than infantry in some situations, I don't personally feel that my mod will break this balance.

Increasing the bonuses on polearm could be an equally elegant solution, running into the issue that the phalanx or grey guard angel may become too powerful against t4 cavalry/monsters, and I think that it's another good approach to the same problem.
Markucjo 21 Aug, 2018 @ 2:02pm 
Well now they are just better infantry, have you tried buffing up polearm, pike square? or adding special ability for pikeman only that gives them bonuses vs higher tier mounted/flying units?