Logo Platform
logo amplifiers simplified

The weak Cossacks, worse than an emblematic unit an era behind if not two.

Reply
Copied to clipboard!
4 years ago
Sep 30, 2021, 10:00:09 PM

The Russians emblematic unit Cossacks seems to be amongest the worst emblematic units in the game, it is even worse given that both the Russians legacy trait and emblematic districts also can be considered weak, making Russians one of the weakest culture in the game.


Cossacks replace Dragoons so to asset how good the cossacks is, we should first take a look at how much "better" the cossacks is compared to its generic counterpart. As far as I can tell there is two differences between Cossacks and Dragoons:

  • Cossacks combat strength is 44 (just one more than conscripts) and 2 less than Dragoons at 46
  • Cossacks have the trait multi move (which also hunnic/mongol hordes have) while Dragoons have the move and fire trait
The difference between "multi move" and "move and fire" is from my knowledge:
  • Multi move allow you to ignore zone of control, move and fire do not give this ability.
  • Multi move allow as many move orders as possible to you have used up your movement. Move and fire allow one move order before attacking and one move after attacking (with any moves leftover after the before attacking move)
So the difference between the traits are not that big and I don't think it justify losing 2 strength over the generic unit for some increased mobility, but regular dragoons are already very mobile and increasing this mobility somewhat don't make much difference, on other hand taking away 2 combat strength on one of the weakest units, making it weaker than the cheaper partisans (45 combat strength) and nearly at conscript strength (43) is a huge penalty and at same strength as a Ottoman Janissaries which is avaliable one era before Cossacks.

However why not also compare the Cossack to some similar emblematic units:
Mughal Gajnal an early modern unit have a combat strength of 49, cost 1945 industry and 2 population and have the same range and mobility as the regular dragoons. Cossacks have 5 less combat strength than Gajnal while costing 630 more industry and one more population and require more advanced technology. Its only advantage is the multi move. Mughal culture also have much better trait and emblematic district as well as a stronger and cheaper emblematic unit than Russians.

Khmer Dhanvī-gaja an medieval unit with 42 strength, just two less than cossacks, 3 range, 1 less than cossack but cost only 800 industry or more than 3 times cheaper and also only 2 population while cossacks cost 3. Dhanvī-gaja is however ranged which mean it can't dig in like gunner cossacks and it will suffer a -8 melee penalty, which is less of an issue in industrial era than in medieval era. Dhanvī-gaja have same 6 movement as cossack and the move and attack trait like dragoons. Khmer just like Mughals have a better trait and district than Russians and also probably a better unit as being more than 3 times cheaper and at much lower tech requirement while only having 2 less combat strength and 1 less range seems like a great deal, lack of gunner is maybe the biggest drawback.

To me it seems like Russians, a culture without a good trait or emblematic district also have a terrible unit that is arguably weaker than its generic counterpart dragoos, clearly inferior to a similar emblematic unit one era behind Mughal Gajna and maybe even inferior to a an emblematic unit two eras behind Khmer Dhanvī-gaja.

Cossacks, just like the rest of its culture seems in need of a buff. First I don't see why the cossacks need to be weaker than the dragoon it replaces, making emblematic units weaker is seldom a good idea if not that come with a huge advantage in some other way such as reduced cost. Secondly if we want to emphasis on the mobility of cossacks, why not increase their mobility to 8 or even give them all terrain like the australian emblematic unit PMV?

So here is my suggested changes:
  • Increase Cossacks strength to 46 making them as strong as generic dragoons, maybe also reduce their industry cost to 1290, so they compare better to Mughal Gajna.
  • Increase their move to 8 to put more emphasis on their mobility, maybe also give them all terrain for super mobility.



0Send private message
4 years ago
Sep 30, 2021, 10:06:35 PM

I swear in the Closed Beta the Cossack was like 20% cheaper and a third of the population cost of the dragoon. You could argue that still makes it a rather weak unit depending on how high of a population you have by the industrial era, but that seems so much stronger than it is now.

0Send private message
4 years ago
Oct 1, 2021, 12:50:07 AM

The whole elephant archer line is pretty broken in terms of power level, I don't think it's fair to compare things to them, they really just have to all be nerfed. However I agree that Cossacks are in a really bad place right now balance wise especially on a culture that is meant be a militaristic powerhouse if you look at their overall design.

Updated 4 years ago.
0Send private message
4 years ago
Oct 1, 2021, 5:22:15 AM
Very interesting topic.

It is demonstrating. I have never played the Cossacs, but what I see the combat strenght comparaison, it seems clear.
0Send private message
4 years ago
Oct 1, 2021, 12:03:02 PM
madcookie wrote:

The whole elephant archer line is pretty broken in terms of power level, I don't think it's fair to compare things to them, they really just have to all be nerfed. However I agree that Cossacks are in a really bad place right now balance wise especially on a culture that is meant be a militaristic powerhouse if you look at their overall design.

I like the elephants, the issue is that they attached the elephants to cultures that are also extra powerful. The elephants should belong to influence or military civs, not builder civs. no one complains about spearmen getting trampled by the Carthage elephants. Because Carthage is a great civ, but it's not a builder civ so it's a more difficult choice whether they fit into a playthrough or not. You can pretty much freely take 6 builder civs back to back to back and win a Mars victory. To also get the game's best artillery / archer units? That's a bit much...


I have no idea why Cossacks are so underwhelming. I've not ever picked to play Russia because nothing about it looks advantageous over "transcend" for 10%+ fame bonus.

0Send private message
4 years ago
Oct 1, 2021, 12:05:55 PM
teatimeG wrote:
I have no idea why Cossacks are so underwhelming. I've not ever picked to play Russia because nothing about it looks advantageous over "transcend" for 10%+ fame bonus.

Yes, Russia much like americans come with nothing good really that make up for losing access to better emblematic districts or getting +10% more fame.

0Send private message
4 years ago
Oct 1, 2021, 2:41:29 PM
teatimeG wrote:
madcookie wrote:

The whole elephant archer line is pretty broken in terms of power level, I don't think it's fair to compare things to them, they really just have to all be nerfed. However I agree that Cossacks are in a really bad place right now balance wise especially on a culture that is meant be a militaristic powerhouse if you look at their overall design.

I like the elephants, the issue is that they attached the elephants to cultures that are also extra powerful. The elephants should belong to influence or military civs, not builder civs. no one complains about spearmen getting trampled by the Carthage elephants. Because Carthage is a great civ, but it's not a builder civ so it's a more difficult choice whether they fit into a playthrough or not. You can pretty much freely take 6 builder civs back to back to back and win a Mars victory. To also get the game's best artillery / archer units? That's a bit much...


I have no idea why Cossacks are so underwhelming. I've not ever picked to play Russia because nothing about it looks advantageous over "transcend" for 10%+ fame bonus.

Elephants are not the problem (as seen with Carthage) Elephant Archers/Guns are a problem because Range attackers are op and elephants are highly powered.  

Patches should be

-Increasing the Cost of the Elephant Archer units, 

-Probably decreasing their Movement ie 4 Move points, but say the gunner versions can ignore ZOC

0Send private message
4 years ago
Oct 1, 2021, 3:04:53 PM

Ranged units with "indirect fire" are quite good, even better if they have move and fire. If they have all of that and look awesome and make cool elephant noises and are also strong and cheap?


Seems like something should change, I agree. But I think the issue is bigger than just "nerf the elephants." Ranged units have a huge advantage on the default map because the melee units trip over rivers, get blocked by zones of control, and often just can't even get to the ranged units standing on a cliff. That's all as intended, but it makes picking an emblematic unit with range like the Nubians or Egyptians just so much better than picking one that is only melee like the Assyrians or Zhou.


A general nerf to ranged damage is probably what I'd try first, then see if the ranged elephants need an additional nerf. Probably the elephants should be more expensive to make. They are supposed to be your emblematic ranged unit in the back. It's too easy to make a stack of 6 elephants. I usually name it "Stomp." I probably shouldn't be allowed to do that.

0Send private message
4 years ago
Oct 1, 2021, 3:12:03 PM

Making them more expansive won't fix anything, you'll always find a way to get them out if they are effectively unstoppable. they have to bring down their power level, they are completely out of line with the units in their respective era. I can go through AIs like a hot knife through butter on humankind diff with 4 egyptian EU, you can't do the same with regular archers, the reason is that their EU has 24 base power in ancient era. The khmer has 42 !!!! power in medieval, the base ranged unit of the era is a crossbowman with just 31 and huge LoS issues. As OP says, it's like I'm playing 2 eras ahead of my opponent.

Updated 4 years ago.
0Send private message
4 years ago
Oct 1, 2021, 3:14:54 PM
madcookie wrote:

Making them more expansive will never fix anything, they have to bring down their power level, they are completely out of line with the units in their respective era. I can go through AIs like a hot knife through butter on humankind diff with 4 egyptian EU, you can't do the same with regular archers, the reason is that their EU has 24 base power in ancient era. The khmer has 42 !!!! power in medieval, compare that to mongol horde's pitiful 29 power. As OP says, it's like I'm playing 2 eras ahead of my opponent.

Really? What if they cost a million production? Making them more expensive could easily fix the problem. It's just a question of how expensive do they need to be. Make them cost a million and you won't see one unless someone hacks the game. Make them too cheap and you have a stack of elephants called "Stomp." Have faith in the fundamentals of market economics. :)

0Send private message
4 years ago
Oct 1, 2021, 3:18:20 PM

Sure you can make the game unplayable in theory. But in reality, units have to be buildable by regular players and the AI otherwise the game wouldn't do very well. If the only solution is to make it unplayable by 99% of players, it's not much of a solution. The best approach is just to give them stats in line with other units of the era that way everybody gets to play with them.

Updated 4 years ago.
0Send private message
?

Click here to login

Reply
Comment

Characters : 0
No results
0Send private message