The Curious Case of Mongol UUs

The Mongols have four unique Ranged Cavalry units: the Nomad (II), Steppe Nomad (III), Horde (IV), and Golden Horde (V). Their listed benefit is that  “they’re particularly effective against enemy Light Infantry” and “effective against enemy Musket Infantry”. The game confers these advantages by giving all four units a +60% damage bonus against Light Infantry and a +45% damage bonus against Gunpowder Infantry.

In reality this ends up being a really weird bonus to have. Not only do they still normally lose in fights against those units, but those same units are supposed to be counters to Ranged Cavalry, making these bonuses unintuitive for both the attacker and the defender.

Yes I know the units aren’t quite centered, please don’t bully me.

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Fight Control and the Backbone of an Army

Knowing how fights are started and controlled is an invaluable but often poorly understood part of RoN’s combat.

Stemming from the above you end up with a broad category of units that can be considered the “backbone” of an army because they must exist for an army to be able to negotiate control of fights.

Crossbowmen are a classic backbone unit due to their good fight control. Image credit: Morelanuensis

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The Most Absolutely Absurd RoN Bug I’ve Ever Found

For most of this year, I’ve been working on getting the next version, Alpha 7, of the Community Balance/Bugfix Patch out. One bug in particular relating to Barks and Triremes was especially difficult to pin down, but last night I was finally able to figure out the bug’s trigger and get a 100% reproduction rate.

https://www.youtube.com/watch?v=bfpPArfDTGw

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