Culverin : Category - Siege machine
Cost 8 (Siege workshop only)
HP 30
Att 25
Range 9
Miss chance 30%
Armour 1/3
Speed 2
Sight 6
Mental Resistance 50%
Action 1
Special ability - Grape shot. 1 x hwacha like action but lower range, 4.
Boni
Siege machines 15%
Siege machine armoured 60%
Structures 100%
Fortified buildings 250%
Megabuildings 1500%
Cannot be transported by wagons, only naval transport.
Well @Endru1241 , it has been a while since I troubled you with some ridiculous stats...so I have actually thought properly about this one. The purpose of this unit is to shift the balance of play slightly back towards the attacker, I feel it is too much in favour of the defender during late game.
The stats were picked so it could survive a direct hit from a cannon tower, and also one shot an unupgraded cannon tower. (Cannon tower spam is a pet peeve of mine, makes for a very dull game). Also intended to do a bit more damage to forts, which seem slightly tanky. I accept that is their purpose as a defensive structure, but even so I feel they are a bit too tanky.
This units immense power is offset by a ridiculously high miss chance ( ie almost useless except for Vs buildings) , the lack of rapid transport on land, and the fact that it is siege workshop only. I am, as always, open to your feedback on my over powerful suggestions
In order to simulate this as an evolution of gunpowder warfare rather than an improvement on the basic cannon, is it possible to make it necessary to research a short Culverin tech (maybe 4 turns) that is only available AFTER the elite cannon upgrade, in the same way that Gunpowder requires Ballistics?