They went to extremely situational to the forgotten feature making company to Comancheros. Turning things actively bad in normal gameplay + locking their viability as "okay" behind shipments is a very good way to make them undesirable (coff coff, minor natives, outlaws). Can someone explain the pov? Or am I plain wrong? I'm totally in favor of keeping things balanced, but, for me, it looks like an overkill.
Grenadier and Consulate Young Guard tweaked as follows:
Now have perfect accuracy
Cavalry, Shock Infantry, and Villager multipliers reduced to 0.3x (from 0.5x)
Ranged resistance reduced to 40% (from 50%)
Siege attack rate of fire increased to 4 (from 3)
Cards
British Improved Grenades (II) card now grants 45% siege damage (down from 87%);
British Improved Grenades moved to the Industrial Age (from Commerce)
Tagging
Arsonist and Chakram “heavy infantry” unit-tag removed
Engineering School and TEAM Engineering School no longer tag Grenadiers so that they cannot be trained instantly when combined with infantry improvements such as the Fencing School card
Incendiary Grenades
improvement moved to Age 2 so it can be researched at early arsenals enabled by the Logistician;
now instead improves units tagged as ‘AbstractGrenadier’; also affects the Peruvian Guard’s Grenade attack
siege damage improvement reduced to +0.15x against buildings (from 0.3x);
Added a new Grenade Launcher card(Enables Grenadiers to be trained and equips them with a hand mortar which quickly propels explosives and increases their range).The effect is as follows:
Available to all European civilizations in the Fortress Age
Enables Grenadiers to be trained at the Artillery Foundry (if not already available)
Equips Grenadiers with a Firearm (hand mortar), which enables them to shoot much quicker; can kite; overall rate of fire is unchanged
Increases Grenadier range by +2