Guide to the use of weapons
The picture lists six arms from top to bottom: lancer, samurai, archer, crossbowman, rider and knight. I will explain how these arms limitation relationships come into being, so that you can read this chart.
Note: China's dynasty system and Britain's castle network belong to the global bonus that acts on all units, so I won't list them one by one.
Lancer: Constrained by soldiers, longbowmen and crossbowmen, restraining riders and knights.
There were no spearmen in England in the dark ages.
Unlike other arms, the Lancer has no variants in the game, no matter who uses it-after all, he really doesn't need variants. Even only Shenluo and Blackfood have enhanced skills for spearmen. The former gave him three points of melee armor, while the latter added blood, armor and range. Spearmen's attribute panel is the worst of all arms. The price is that his collateral damage is great. In particular, he has the ability to prevent cavalry from charging and causing a lot of damage. Good defense, but not suitable for attack.
Samurai: Restrain spearmen, archers and riders, and be restrained by crossbowmen and knights.
Only England has vanguard warriors, and only England and Shenluo have early warriors.
China replaced the traditional samurai with a special service "Palace Guard".
Samurai belongs to a very mediocre panel, and can't get up or down. On the one hand, it is not as strong as crossbowmen and knights, on the other hand, it far exceeds the conventional combat effectiveness of the unrestrained three garbage soldiers. This is the orientation of this unit: garbage soldier killer, and also a kind of advanced garbage soldier. But we can't just think so, because for a powerful infantry nation like Shenluo, this "senior garbage soldier" with more than the next one only needs some enhancement, and it is not lacking or even surpassing the last one.
Palace guards make up for the lack of low defense with blood thickness, and at the same time run fast, which is much better than conventional warriors in many cases.
Archers: Restrain spearmen and crossbowmen, restrained by soldiers, riders and knights.
England replaced foot archers with longbowmen.
China Zhuge crossbow is a variant of the step archer.
First of all, it needs to be explained that the crossbowman is simply much cheaper, and the absolute fighting power of the crossbowman is to hang the crossbowman.
The characteristics of the step archer are low attack rate and high firing rate, although basically only the long archer can use it later. He has many attack bonuses for light melee infantry, but light step is only a spearman and a servant of God Luo. Due to the weak attack power of the foot archer, it was generally only used in early feudal cities, and then turned to the crossbowman.
Longbow can be used in the future, but it is only different from crossbowman. Of course, the best thing about the longbow is that it refuses the horse, which can deal with the cavalry charge well.
Zhuge crossbow has no damage bonus because it is not needed. High and low armor output is the father of all low armor units.
Crossbowman: Restrains warriors and knights, and is restrained by spearmen, foot archers and riders.
Everyone is the same.
France replaced the crossbowman with a crossbowman.
The crossbowman was pinned down by the lancers only because of the slow attack speed and large overflow. Don't really try to urge the crossbowman with lancers.
Crossbowmen, a high-output armor-piercing unit, has a high bonus of heavy armor damage, and is the chief culprit of the knight's fall to the altar. In Empire 4, the crossbowman is the arm of his father in the later period, and he is very comfortable to hit any unit with ultra-high output. Apart from being a little expensive, crossbowmen have no weaknesses.
The crossbowman is the father's unit, and it is very powerful even in melee.
Rider: Restrain archers and crossbowmen, and be restrained by spearmen, warriors and knights.
Only Mongolia can use early riders.
The rider's panel is not high, and he is a cavalry, so he is restrained by spearmen, warriors and knights. However, because he also has a high bonus for long-range units, he is very handy for archers and crossbowmen. Because of the strength of the crossbowman, the rider became the injury-bearing unit in the front row in the later stage. If nothing else, the unit resource life is the most.
Knight/Lancer: Restraints soldiers, archers and riders, and is restrained by lancers and crossbowmen.
Only Ross can use the early knights
France replaced knights with royal knights.
Knight, Golden Horse, is one of the strongest arms in the whole game. Because the panel is excellent, it has advantages in the face of warriors, archers and riders who don't have high bonus. But it's too expensive, and the effect of crossbowmen spear soldiers is not good after molding. Having said that, the panel is too high for him to face everything.
Royal knights are just knights with higher panels.
Then, there is only one kind left, and that is musketeers. I don't think archers belong to general arms, so I will explain them when I talk about special arms.
Musketeer: Gunpowder weapon is the ultimate weapon!
A very good thing about Empire 4 is to turn the gunpowder arms into the ultimate arms, which can quickly end the battle and avoid the tortured garbage battlefield with high output capacity.
All beings are equal before muskets. Needless to say, high output.