Played a bunch of games lately, including one in which I got _wrecked_ by @FeldFeld.
I believe ranged cavalry is a bit too strong, and the main culprit is that they're //much, much// easier to micro with formations, which makes them much more invulnerable than before, particularly against pikemen/spearmen which are desperately slow. Once massed, they become invincible with proper kiting, when before the pathfinding collisions would have made them more vulnerable
This does a bunch of things, probably a few too many things:
- Reduce cav speed multipler from 2.0 to 1.8, and reduce run speed (to nerf formation 'trick'). The cav walk-speed tech gives them back some, and honestly I think it's fast enough. This is accomplished by removing the walkSpeed multiplier from base cavalry and just doing it in subclasses.
- Make the cavalry speed tech more expensive & back to town phase -> my intent is to avoid a rush in village phase with this tech, now that we have stables.-> it was a fairly cheap tech
- Specifically nerfs CS-ranged cavalry by +2 build time, reduced range compared to CS infantry, and increase the prepare time of ranged archsince they are now cheaper compared to infantry CS and easier to above 1 MP turno mass.
The idea is to make it harder to micro those units away from harm, and to make it a bit harder to snowball them (which is also why champs are not affected by the cost changes).