Here’s a new take on a blockhouse unit:
Cost One IPC.
Move zero
Attack zero
Defense zero
If you buy three of these proceeding a battle, you are down one third of a hit in the first round. But going into the second round (assuming the battle is large enough to lose all three the first round) you’ve lost three one IPC blockhouses instead of three three IPC infantry units. Minus the infantry you could have bought instead of the blockhouse your net gain is two infantry, giving an instant return of two thirds of a hit! Minus the third of a hit you lost in round one, your up one third of a hit.
Of course your opponent will get extra fire power on round two, but only to the tune of an extra one third of a unit. This this is probably an attacking infantry, so your opponent only gains one third of one sixth of a hit, or one eighteenth. Since you gained a whole third, my blockhouse (in the correct proportion) proves more efficient than defending infantry.
However, I think the above stats may still be overpowered! Defending infantry is the most combat efficient thing that IPCs can buy. I question the merit of adding a defense piece that’s more efficient still. The greater the gap in efficiency between defense and attack, the more likely stalemate ensues. If you’re not convinced consider the following extreme unit:
Super Defender - attack zero, defense six, cost one.
Add this to the game and nobody will ever capture a capitol again - complete guaranteed stalemate. Obviously a less extreme defending unit will have a less extreme effect.
Right now the most efficient attack force is infantry plus artillery. Twenty one IPCs buys six units at two for an average of two hits a round. Twenty one IPCs in defense buys seven infantry defending at two, for an average of two and two thirds hits per round. That’s an extra two thirds of a hit per round plus extra cannon fodder. So as the attacker (all things being equal) I need an extra 3.5 IPCs a turn on the defender for every twenty one IPCs we each earn just to keep up. That means producing 116 2/3 per cent of what the defender produces, just to break even. I need more to actually gain an advantage.
Should we give the defender an even better way to spend those 21 IPCs, I will need even more than 116.6666667 % of their economy to gain an edge in battle. If this number gets too high, the game breaks. I simply suggest keeping this in mind when designing a new and better defending unit.