

The Knight-Courser pairing follows the classic strength formula: the heavy cavalry unit has slightly higher raw Combat Strength but is slower which, together with their respective promotion tables, makes the heavy cavalry an expert in domination while the light cavalry is better at pillaging and harassing. In Gathering Storm, the Knight no longer totally dominates the Medieval battlefield, as it now has competition in the form of the Courser, the new Medieval light cavalry unit. With its superior Combat Strength, a force of Knights can lay waste not only to armies, but also to poorly defended cities. A veritable mountain of iron armor equipped with a sharp lance, the Knight is a specialist in charging and breaking the enemy line. The Knight is the most powerful standard land unit up until the Renaissance Era, being slightly weaker only to Pikemen with their special bonus against cavalry. It upgrades to a Cuirassier, and requires 20 Iron to train. In the Gathering Storm expansion, the Knight's Production cost is increased from 180 to 220, its Gold purchasing cost is increased from 720 to 880, and its Gold maintenance cost is increased from 3 to 4. It upgrades from the Heavy Chariot (or its replacements, except the Maryannu Chariot Archer), the Hetairoi, or the War-Cart and requires Iron. The Knight is a Medieval Era heavy cavalry unit in Civilization VI. Personally, I'm just glad to see a multiplayer game get a second chance, after seeing so many games fizzle out and shut down over the past few years, and in this case, I feel the odd melange of ingredients might just result in something worth keeping around long-term, assuming they can polish it up a little further.Hard-hitting, Medieval era heavy cavalry unit.

Right now there's no difference in content between the original (failed) beta and the current playable build on Steam, but the developers do have plans to work on new content over the coming year, assuming players decide to stick around. Players who got in on the older version of the game are apparently being rewarded for their loyalty with a stack of currency and items in-game.

The translation is more than a little rough, admittedly, but it's at least accessible enough for English-speakers. The setting is Three Kingdoms-era history (with ancient Roman soldiers playable as well, just to add to the hodge-podge feel of the game), the combat mechanics are shamelessly lifted from Mount & Blade, and the progression systems and game structure are copy-pasted from World of Tanks, right down to requiring you to fill out an individual troop type's research tree before you can progress to the next unit type. Tiger Knight is a freakish frankengame, assembled from components of other, more popular titles and while it may not be more than the sum of its parts, it has a lot of parts to add together. While undeniably a little on the rough side (feeling almost like a throwback to the early days of Korean-led free-to-play gaming), the couple rounds I've played cooperatively against bots have been enjoyable enough, in an awkwardly familiar kinda way. It's a bit patchy, but might be worth a look, given its free-to-play nature. Thankfully, 2018 is set to be a year of new beginnings, and Chinese publisher NetDragon Websoft have dusted the game off for a second, international-geared release via Steam. I even missed the game shutting down last year. I'd have expected the blend of historical Chinese warfare, familiar siege and mounted combat mechanics and massive-scale PvP warfare (7v7 matches, each player leading a regiment of up to 30 AI soldiers) would have caught my eye, but apparently not. Somehow, the original release of Tiger Knight flew completely under my radar.
