Improving Bows
Right now, taking the faction trait that eliminates bows is a bonus IMO
As a preface let it be known that I NEVER play one of the standard factions and always play on HARD.
Yesterday I created a faction that was "Bow" centric just to see how the game would play out. I have to say I'm not a fan. Having a separate tech line for the bows only delays the research into other techs and ultimately, if you or your opponent have mounted units, bowmen are just fodder.
I would like to make 2 suggestions to make bows more viable in the game.
- I can understand having a seperate starting tech to research to get the bows going, but after that, just wrap the other bow progression into a different technology so as not to delay the game progression.
- I think if a bowman is defending, he should be able to act first and get a bonus to his initiative so that in effect he is "raining down arrows" on the opponents as they advance, Better bows would provide better defensive bonuses.
Don't get me wrong, I was ultimately able to create some pretty awesome bowman characters but I had to essentially stop my conquest campaign for a couple of hours to get there. That delay makes the bow tech tree both un-appealing and makes the "negative" trait of not having bows in reality a bonus.