I would like to start off by apologizing to the devs for my fellow players that are too ignorant and butt hurt to actually give ideas instead of crying over their skinned knees.
I see this update as a quick fix to a problem caused by faulty mechanics. You cant use a quick fix to solve a problem like this.
To say archers and any ranged unit continues to advance is just retarded. Fact is if you have the units to siege with you stay at a distance and bring down their defenses.
My suggestion is a complete overhaul of battle dynamics. And I will provide my ideas just so you that are too ignorant to do anything else can flame at.
Losing a round of attack of 90k archers to 1 warrior or soldier is just plain silly… I mean wow you really killed that guy!
If 200 warrior and 200 soldier backed with 10k archer vs 30k archer the defender should only use as many troops as is needed to deal with what is attacking…
Of the 30k defending 500 is allocated for warrior and 500 for soldier leaving 29k to volley at the opposing archers instead of the 30k archers losing 2 turns while getting nailed by the 10k archers.
First of all once on the battle field the units need to march in order. Not just who is faster… I mean really just because the unit is faster doesn’t mean it rushes ahead first. What idiot ever went into a battle leading all of their cavs? (Im sure there is one somewhere in history)
Suggested marching order:
Worker – Warrior – Battering Ram - Soldier – Pikeman – Cavalry – Cataphract – Archer - Balista – Catapult
--Archer Balista and Catapult should in no way move forward unless it is not in range to hit something.
--- Marching order can be a static given by the devs or you can give us the ability to decide what dies first… better yet give us the ability to decide who leads and if say all the Workers Warriors and Soldiers engage at the same time instead of separate waves.
Changes to units themselves. Chance to hit and bypass.
(Once a unit passes through that line if it is able to bypass it moves to something it doesn’t bypass and cannot be hit by what it left behind)
Workers, Warriors, Soldiers –
100% chance to hit all units except Cavalry and Cataphract
25% chance to hit Cavalry and Cataphract
Bypass – Nothing
Archers –
100% chance to hit all except Cavalry and Cataphract
40% chance to hit Cataphract
30% chance to hit Cavalry
Pikeman –
100% chance to hit everything
Bypass – Nothing
Cavalry –
100% chance to hit everything
Bypass – Workers, Warriors, Soldiers
Cataphract –
100% Chance to hit everything
Bypass – Nothing
Balista –
100% chance to hit everything
Bypass – Nothing
Catapults –
(imo should target wall defences)
100% chance to hit everything
Bypass – Nothing
Battering Ram –
Bypass – Everything
(should go straight for walls and towers)
(Transports and Scouts were not included due to well the fact that they don’t actually fight)
As far as units vs defensive units goes I wont get into that unless requested my only thought to share for now is…
Rocks and Logs hitting ranged units…. Really?

