A way to replace Flemish Revolution

Burgundians

  • New civ bonus, « Flemish Militia are available in town centers » / training time reduce 14 –> 11s
  • Remove Flemish Revolution, Gunpowder bonus is remove and become a new Imperial age UT : Cutting-edge technology* « Gunpowder units gains +25% attack » 450 food 400 gold

*need to find a better name

Since LOTW release, Flemish Revolution always had a really hard time to fit in the game balance, and seems to be out of place for a lot of players. It has been fun in some cases, but very unfair in general and become barely useful in the newest patch. I think it could be beneficial for the civ to let it go for good, and replace it with a better exploitation for the 2nd unique unit.

In this direction I would propose to remove the tech, and automatically give access to Flemish Militia in imp just like Italians with Condotierro. I would also make them trained at TC like before, as they’re meant to be armed villagers.

At the end it will be mainly a nice option to have, allows you to quickly protect your eco from raids or complement your cavalry against camels and halbs, without having to all-in to access the unit. I can also see militia spam in early imp become a strat in rare cases, a bit like the Revolution spirit but without being as broken.

Overall the change maybe even a slight nerf for their late game, as gunpowder units are really important for them at this stage. It could be great to have a buff to compensate in early game, when they need it the most.

Burgundians curent win rate vs game length

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FR is here to stay so unlikely it will get removed.

On a side note Flemish militia out of the barracks should speak flemish language to truly give the revolution feel.

MAybe flemish miliia could use a small buff actually. It feels the nerf has been a bit too good and nobody uses FR anymore.

However it turned out that Burgundians are one of the best civs on closed Maps like Arena even without flemish…

On ope Maps it shares the same issue as a lot of the newer civs: They are just too slow.

I think the problem with Flemish rev is that its too focused to be anti Melee, specifically anti cav, and as such if the enemy goes ranged, Flemish Revolution is just a very bad idea

I would make Flemish rev weak to militia but strong vs archers if I could change it.

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Whilst true, Burgundians have very Good BBC do add to the flemish which can take care of the enemy ranged units. But ofc the way Flemish Rev has been used traditionally doesn’t really allow for big Siege addition.
Actually, I think I have never seen how burgundian BBC kill ranged units better than normal in a test from the content creators. In theory they should be able to one-shot Arbs, but the tapering effect might counteract it in a way you need to perfectly hit them which rarely occurs when they are used by a skilled player. And the minimal increase for the blast radius of houfnice might just be more valueable there.

I see felmish militia more like a Gold version of the pikes. Less specialised against Cavalry but also not dying that fast to all ranged fire. When you have like 150 flemish militia it still will be super tough for the opponent to micro down even when he has 60 + arbs.

I think devs made a great job in reducting the initial powerspike of the tech. But they probably tuned down the actual flemish militia a bit too much for it’s cost.
I would like when flemish militia would be useful to train after you clicked that tech and reboomed.

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To me at least it just seems like even with good support agaknst ranged units, flemish militia are just a waste against archer civs. Too frail for a meatshield

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yeah maybe they need to get their 1 PA back they lost in one of the upgrades…

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I think now that the cost is proportionate to the number of villagers being converted, the largest remaining problem is that FR is too all or nothing. The strategy is click FR and hope for the best.

IDK how you’d actually do it, but if FR gave you the ability to “re-train” vills to FM, then it’s no longer ONLY all or nothing. You could convert your entire eco into FM, or just a part. You could hypothetically convert your entire eco multiple times. I know there isn’t anything like it currently in the game tho before LoTW there wasn’t anything like FR.

Maybe if you garrison vills in a barracks it’ll retrain them for X cost. Maybe there’d be a new command for the vill to upgrade itself, again for a cost. It’s probably not the most elegant solution out there, but it resolves the one time all or nothing aspect that most people find objectionable.

So long as the combined cost of the vill + retraining is more than the cost to train a FM, then I think it wouldn’t be unbalanced.

If you implemented this idea right now, and just moved the per vill cost of FR to the vill retrain, then it’d cost 60F 5G overall to train a vill then retrain, which is 10f more but 10g less than training a FM. It’s stupidly roundabout, but I can conceive of some cheese strategy where it makes sense to pay 60F 5G to make FM instead of the normal 50F 15G. So I think the retraining cost would have to be more like 10f 20G. something like that. you’re saving 40f at the cost of 5G. With these numbers, you’d probably be a little better off selling food at the market for gold and just training FM, but that’s the general idea.

Honestly at least from pro player input I think that’s what they were pushing for, all the pros hated the tech’s existence and the devs listen to them at least some, because pro play keeps the game relevant and helps sales.

Two options I have in mind:

  • Flemish Militias get a bit weaker than the current ones.
  • Flemish Militias can be trained in TCs (and maybe in Houses as well) directly in the Imperial Age.
  • Flemish Revolution upgrades the Flemish Militias into Flemish Soldiers, and spawns some additional Flemish Soldiers from the Castle where it is researched in.
  • The additional Flemish Soldiers can be a fixed number, such like 20, or can be a dynamic number, such like 1 for every Houses or 5 for every TCs. If it is dynamic/fixed, the cost of Flemish Revolution is dynamic/fixed.

or,

  • Flemish Militias get a bit weaker than the current ones.
  • Flemish Revolution still turns Villagers into Flemish Militias and allows Flemish Militias to be trained in TCs, but now it also make Villagers trained faster by maybe 10% or 15% to help recover the economy.
  • The upgrade of Flemish Soldiers is available in TCs after Flemish Revolution is researched.
  • The Flemish Soldiers here might be even stronger than ones in the first option.

The first option abandoned the core concept of turning Villagers, but tried to maintain the effect of Flemish Revolution as a shock wave on the battlefield through the additional units. The second one retains the concept of turning Villagers, but tries to give both sides a buffer through the introduction of Flemish Soldiers.

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