Posted May 31, 2019
Sure thing.
Also, a quick test shows that Dread Reapers are helpless against Wraiths (Invoke Death doesn't work on wraiths), but doom priests can dominate a wraith. So Undead also use their priest unit to deal with wraiths.
-Wall Climbing puts it in a similar category with Fairies, Rogues, and Assassins. It can sneak around solo and snipe undefended structures.
-True Seeing makes that ability available for Humans. A single Charlatan in every Air Galley might not be a surprise with True Seeing, but don't also give them Vision 1-4 or you make Air Galley combos even more disgusting since nothing could hide from them. Make the Air Galleys work for their kills at least a little bit.
-Extra Vision range makes the Charlatan a better scout, keeping an eye on an important enemy target or scouting ahead of a Human controlled army.
I'd probably lean toward giving the Charlatan Vision or a minor cost reduction. The Humans as a race shouldn't have an answer for everything in addition to being a Neutral aligned race.
I don't think I'd change Musketeers any. They fill a similar role to siege machines. They have infantry speed (unlike siege), they have only one shot (like catapults), but they are more accurate than catapults and have higher damage than ballistas. They don't damage walls, but they are significantly cheaper than the T2 siege.
You could make "Fire Musket" shoot twice per action, but you'd need to jack up their cost to at least 80 gold to account for how they would be super ballistas.
Either way, neither of these units really need a cost reduction. I could see maybe reducing the Charlatan cost down to around 50 gold instead of giving it a new ability, but keep in mind what other units cost when adjusting prices.
Also, a quick test shows that Dread Reapers are helpless against Wraiths (Invoke Death doesn't work on wraiths), but doom priests can dominate a wraith. So Undead also use their priest unit to deal with wraiths.
southern: It'd be interesting to hear what you'd do, if you were interesting in modding, to rescue the Charlatan and the Musketeer from the dumpster (assuming you agree that they're awful currently).
I've been toning down or removing many of the changes my mod makes, and what I have in mind now for them is-
Charlatan: True Seeing, Vision I/-/II, Cost 64 to 36
Musketeer: HP 5 to 6, Marksmanship -/I/II to II/III/IV, cost 45 to 20
To my eye, the Charlatan has a wide range of abilities, but most of them aren't very good. To that end, I'd give it one of Wall Climbing, True Seeing, or increased Vision (probably Vision 1/2/3). Don't lower the cost if adding any of these abilities, though. I've been toning down or removing many of the changes my mod makes, and what I have in mind now for them is-
Charlatan: True Seeing, Vision I/-/II, Cost 64 to 36
Musketeer: HP 5 to 6, Marksmanship -/I/II to II/III/IV, cost 45 to 20
-Wall Climbing puts it in a similar category with Fairies, Rogues, and Assassins. It can sneak around solo and snipe undefended structures.
-True Seeing makes that ability available for Humans. A single Charlatan in every Air Galley might not be a surprise with True Seeing, but don't also give them Vision 1-4 or you make Air Galley combos even more disgusting since nothing could hide from them. Make the Air Galleys work for their kills at least a little bit.
-Extra Vision range makes the Charlatan a better scout, keeping an eye on an important enemy target or scouting ahead of a Human controlled army.
I'd probably lean toward giving the Charlatan Vision or a minor cost reduction. The Humans as a race shouldn't have an answer for everything in addition to being a Neutral aligned race.
I don't think I'd change Musketeers any. They fill a similar role to siege machines. They have infantry speed (unlike siege), they have only one shot (like catapults), but they are more accurate than catapults and have higher damage than ballistas. They don't damage walls, but they are significantly cheaper than the T2 siege.
You could make "Fire Musket" shoot twice per action, but you'd need to jack up their cost to at least 80 gold to account for how they would be super ballistas.
Either way, neither of these units really need a cost reduction. I could see maybe reducing the Charlatan cost down to around 50 gold instead of giving it a new ability, but keep in mind what other units cost when adjusting prices.