Sid Meier's Civilization V

Sid Meier's Civilization V

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21 Sep, 2018 @ 7:42pm
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Slight Composite Bowman Buff

In 1 collection by engineer gaming
CommunistMountain's Consistency Mods
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Description
Composite Bowman Ranged Strength now 12 instead of 11, Combat Strength now 9 instead of 7. This fits the general trend of military units better: as production cost increases, ranged/combat strength per production decreases. I am aware it is already a good unit, I hope this minor change doesn't make it too overpowered.

Requires at least G&K, as the Composite Bowman was introduced with it. Works with my other mods, and is intended to be used alongside my Yet Another Industrial Ranged Unit Rebalance Mod.
2 Comments
engineer gaming  [author] 20 Apr, 2019 @ 4:07pm 
Interesting, I didn't take this into account when making the mod. Well I feel Babylon is already pretty powerful, this is just a slap on the wrist. Just don't turn this on when playing Babylon.
Lmino 20 Apr, 2019 @ 12:09pm 
Haven't played with this mod; and I am biased as I enjoy the civilization I am about to speak on.

The Babylon Bowman was a nice in-between unit, with the Ranged Strength being in the exact middle between the Archer and Composite Bowman (and the Combat Strength was equal to the Composite Bowman).

By furthering the gap between the Archer and the Composite Bowman, but not altering the thing in-between, you slightly debuff a Unique Unit. The benefit of Babylon's bowman is that it doesn't necessarily need to be upgraded to Composite Bowman immediately if you're trying to focus on early game development to prepare for mid-late game; yet the Bowman can still hold some defense in the era of Composite Bowmen.