I wish there was way a to upgrade Irish Brigadier and Portuguese fusiliers in later Ages (other than imperial or if you are an African civ). Their usefulness period is quite short.
Aventuros, perhaps?
Too many single function card with doubtable value.
Personally i like the Idea of Scottish High Landers and Irish Brigadiers as Trainable British Fort units. However, Both take the role of heavy infantry and both have melee resist. Both also cost coin. So balance wise. I do not find them easy to place as unit the British can train but more like a card that can be sent infinitely however British redcoats are already solid units.
I can imagine them as a 1 time card.
âThe Queenâs Trump Cardâ
10 Irish Brigadiers, 8 highlanders and 1 heavy canon. 2000-2500 coin
Or,
Can Work like Conquistador card of Spain. For every 2 Infantry lost in battle. this card sends 1 Highlander to a Maximum of 8
âAventurosâ isnât a real name, though.
British keep getting the most boring new cards and units. They have little access to their own royal house or mercenaries. Several other civ can gain better British stuff by allying with British.
And see how reluctant they were when trying to add a new ranger unit and make it work.
People keep using âugh but they are quite strong alreadyâ but thatâs invalid even when British were strong. Swedes also have a strong boom and a super musketeer. That does not prevent them from amassing even stronger musketeers easier than anyone else.
Now they are quite weak now could we at least make it interesting?
@ArrivedLeader22 I totally agree with you that British civ desperately need a proper make-over but I do understands where @OrthoSkate01994 is coming from.
The British economy late game is not strong especially in the coin department. So to introduce our beloved Highlander / Irish Brigadier units we will need the British civ to have as an improvement in coin production (potential through a tech that improves gather rates in factories) or have a mechanics that changes the cost of native British mercenary units to either partly or fully food (maybe called âAct of Unionâ or something).
There also need to be an incentive to train these units that act basically as Redcoat Musketeers. They will need to have a unique features that helps them in certain situation but make sure they donât overshadow the standard Redcoats.
Will âSpinning Jennyâ , âCromford Millâ and âJames Wattâs steam enginesâ do by the way?
Iâd love them to get a shipment called 'British Auxillariesâ which adds the ability to gain additional unit choices linked to auxillary forces used within/closely to the British Army.
Whilst the shipment is free, to unlock the various British Empire Auxillary units for each Barracks, you need to research each respective Auxillary option which has small cost for each. Once researched, that Auxillary line, will now be permanently present as additional units to choose from within the Garrison, the name that replaces all Barracks now. The choices could be Hannover (Royal native units), British Isles forces (British/Irish mercs, British East India Company (Gurkas and Sepoys)
The negative part is that each Garrison can only offer one Auxillary line (all other techs disappear after your selected research is complete), so if you wanted the whole lot of unit options you would need to build a number of Garrisons and pay/research for each Garrison to âhostâ a different set of regional auxillary units along with the âregularâ units. One may choose to have one Garrison with Hannover units available, only paying for that tech, or you may be super-rich and build a ton of Garrisons and give each one a different Auxillary line.
AlternativelyâŠ
If being able to train these units seems unbalanced, this could function instead like the Italianâs Basilica and their Papal units - Auxillary units could always be sent as shipments and as small groups, for example once youâve researched the British East India Company auxillary tech, you will see a âShip East India forcesâ button which will send a small group of Sepoys and Gurkas after a 30-60 second shipping time.
Instead of seperate Auxillary unit line/garrisons needed, the shipment could allow you instead to ânominateâ one of your Barracks (again via a research tech within) to become the sole Garrison (which can now be a shipment drop-off point too). This singular Garrison has all the Auxillary lines available as group shipments instead of single units and offers all choices - meaning you can have a shipment of Hannover Auxillaries (a group of Tot Hussars, Drummers and Brunswickers) folllowing on after your British Isles forces or Indian Auxillaries.
If their one is not strong what about natives or indians, that dont get factories (and their units are expensive)
Unfortunately Chasseurs Britanniques werenât included in AOE3, otherwise it can be a main part of French Royalist Auxiliaries for British
Some more shipments I can suggest is:
Chinese:
Shoubilu(æèé): -0.1/0.2/0.3/0.5 ROF of Qiang Pikemen in Age 2/3/4/5(Age 2)
Poll and farm taxes amalgamation (æ€äžć
„ç): -10% cost and +10% work rate in rice paddies for villagers(Age 2/3)
Maltese:
Saint James Cavalier: +1 range and +10% base attack for both forts and commanderies(Age 3)
Neapolitan condottieri: 1,000 coins for 4 Elmetti(Age 3, can be infinite)
United States:
Free men of color: 1,000 for 8 Askaris/Zouaves, plus reduced 1 of their population cost and allowed them to be trained at Saloons and forts(Age 3)
Bleeding Kansas: +10% HP of settlers and all infantries by sacrificing 5% income from Estates(Age 4)
Treaty of Guadalupe Hidalgo: ship a Hacienda wagon, then turn it to the Hacienda that can slowly spawn and upgrade Soldados(Age 4)
Some more missed shipments I would like to see in future patches are:
Aztecs:
-
Jesuit Colegios (Age 3): Ships 1 Missionary(with Unction upgrade), Conquistadors(and upgrades for them) and Jesuit technologies available at Native Embassy, substitute Warrior Priests with Missionaries in Community Plaza
-
Jesuit Haciendas (Age 4): Villagers can construct haciendas to spawn (and upgrade) soldados(2 at maximum)
British:
- New Principles of Artillery (Age 3): -10% overall cost and -0.2 ROF for all artillery units(grenadiers excluded) , -10 seconds of cooldown time for Broadside Attack(can be a team card)
Russia:
- Vodka franchise (Age 3): Farms also produce trickle of coin, non-siege units gain 10% more base attack, but lose 2%HP
Sorry but this would be over broken. The Aztecs already have war ceremony which can increase their units attack by 27% (25 villagers) or 38% (15 villagers and 10 wp). On the other hand, 10 missionaries with unction give another 28% damage increase (current damage, not base!). Iâve had some fun in the editor, take a look.
NO UPGRADE + war ceremony + unction
upgraded + war ceremony + unction
And finally a fully upgraded + war ceremony + unction + fully carded + fully promoted jaguar
Who could possibly stop these guys? I couldâve gone further with team cards but Iâll stop here. Through my tests, Iâve witnessed things that nobody should ever have to see in his life, such as an eagle runner able to take down 3 hussars without micro and even an elmetto, or 10 arrow knights destroying 5 falconets with EASE (6 remaining).
Now, even if we assume that the missionaries wouldnât be as efficient as the wp on the plaza, the buff would still be OP as hell. Just look at the stats the eagle knight can get, imagine what the conquistador would beâŠ
As for this card, the Spanish can already access haciendas to train soldados, I donât think it would fit the Aztecs. Moreover, letâs not forget theyâre stuck in the Middle Ages. If your intention was to give them a musketeer unit, Iâd rather have a brand new aztec unit to fulfill that role.
Please, donât take this as bad criticism, I hope my post was constructive enough.
I would like to know more
I see, here comes my amendments about this:
- Jesuit Refuge (for Aztecs)/ Jesuit Influence (for Chinese)(Age 3): Conquistadors(and their upgrads) available at Native Embassies, together with other Jesuit techs(thus allied with Jesuit)
Iâd like to propose something like the French card âAncient rĂ©gimeâ or German âPrince-electorsâ: Ships 1 native embassy wagon, with access to jesuit upgrades and conquistador now costs pop, while keeping the build limit.
What do you think?
Building limit can be kept, but population cost can be scrapped because ⊠normally the player can only train a batch of Conquistadors from this shipment, unless thereâre some more Jesuit settlements available on the map, not to mention this shipment is supposed to open to Aztecs and Chinese only(but wonât ship some of them in advance, unlike Kirishitan Reinforcements for Japanese)
I think its better to be in the style of the incan native american allies card and maybe should be choice of maya, carib and zapotec.
Jesuits doesnt really do anything for aztecs besides flavour, they have no gundpower unit so one of the techs is useless, they dont need a tech that reduces vil train time ( the plaza does that plenty) and extra building HP is really meh.
And the unit is anti cav which is like the one thing aztec has way too many of
Really interesting. What do you think about sending the Church Wagon with the Missionaries?
Maybe HC Jesuit-related cards should also have Aztec civ modernization uses?
I think that Vodka could be a Big Button for some Russian civ units, which would have such a use but for a limited time.