Type combination is the key . Always <| sep |> Yeah , you ' re just trolling . I hope . <| sep |> Yep . Je viens d ' apprendre a mes dpends aujourd ' hui . Je suis jouasse . Je crois que je croise un mec de chez Chronopost , je l ' touffe avec ses tickets de passage . <| sep |> None , apparently D <| sep |> Can we just have an in game guild thingy . <| sep |> Hello internet stranger ! o <| sep |> Ik ben al een speurtocht begonnen . Maandag heb ik een dagje vrij , misschien ga ik dan een dagje rondrijden in Haarlem . <| sep |> Ranged units behave that way in the game because they ' re only one of the many types of units and range is their added value , counterbalanced by relative weakness if engaged in melee , Are you referring to a role in a kind of rockpaperscissors arrangement ? This particular balance is more or less working exactly because not all units are ranged . Except in the modern age it really isn ' t . The modern ranged unit has 1 range , which makes it useless . Unit range is a gameplay prop , not an historical representation , since an archer has more range than a modern tank in this game . Be that as it may , I don ' t believe the gameplay would lose anything if all gunpowder units gained a 1 tile ranged attack . At that point it ' s clearly the best tactic anyway since melee class units serve no purpose compared to ranged , artillery and cavalry .