April PUP Notes

I’ve already been doing this a lot, it’s a lot more fun than the soldado braindead fi. You can ship 3v, capitalism and sheep in age 1 as spain with tp start also age with 2 cows then 700g and 5v. Age up with a tc and build a 3rd then go marvelous year into haciendas. You can quite reliably get 99 villagers before 15 minutes.

I wouldn’t say it’s really lame though you still need to actually macro vills and make military and often you’ll have to send units/falcs/3 towers etc just to be able to survive.

Give it time, I’m sure someone will refine it more. It’s just a case of it being overshadowed.

The truth is that this unit is very difficult to counter when more than 10 of these units are ##### ### it is also supposed to be difficult to group them, so in theory it would already be balanced. Also, many villagers are required for a production rate from this unit, so you sacrifice economy in a way. I also believe that the ‘standing army’ buffs and other buffs that improve build speed don’t affect the build rate of this unit, but I’m not sure about that.

I really don’t know how broken the strategy is because I haven’t played for a long time, but if I remember correctly this unit reached more than 600 resistance points and was very difficult to counter.

The intention is for this unit to be an elite unit that is above average, and for that reason I think that nerfing the unit is not the way to go. The way to get it and the creation time should be the way to adjust the unit.

average china enjoyer defending its main*
simply check the app companion and enlighten yourself.

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Ty devs for the conquerors and these other nice changes!

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I have seen many times that some high level players said that others should be deleted, that they should not be in an RTS and you say the same thing with the Haciendas (as if the elements of an RTS are lost by automation, like making Soldados with Spain or not making villagers with others), when, with Spain, it is necessary to continue making villagers and more different military units and more if the rival manages to destroy any Hacienda.

I still respect your opinion, but removing lamme strategies from a medium WR civ because some players start crying because they don’t know how to counter it, opens the door to start removing other strategies, that even if they are not broken, “are not healthy”.

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I am first to defend unnecessary nerfs but this was a necessary nerf. It’s still viable anyway just a bit slower.

I’m all for nerf the stupid cheese strats… I prefeer play an agressive strat with this new conquerors than that turtle strat devoid of soul and skill. (although it is always difficult to combine eco, military and the long-awaited shipments, and of course, defend).

It wasn’t that strong at high level either, revnak has been winning with italy FI, not soldiers/haciendas.

There are several more cheese strats that should be nerfed because they don’t give a satisfying and fair play experience, should be simple to use but low power.

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Welcome to RTS games.

where i said we should delete haciendas, nowhere… i even proposed smth different for getting soldadoes rather than just watching your screen and doing nothing…

Not said either the strat is lame or broken or cheesy or smth, again i don’t care if the strat is bad or good or broken, its not even my point

Also you think im not able to counter it ?

I perfectly know what im talking about and yes i assume i absolutely hate the strat, cuz again its not RTS
( RTS is smth like aoe3, aoe4, aoe2 etc where you gather ress you train unit with your ress gathered you take map for more ress have to scout have to train vills for more eco well simply making an eco )
And this strat require noone of all, so ye soldadoes should be given in other way and not just putting vills on haciendas for free soldadoes until the end of the game without map or ress

And i have no other exemple about civ who no need map control or just ress, every single civ need atleast a bit map control or ress, every single one even italy who need hunt or coin, even inca who need hunt and mine, even japan who need mine and hunt for make shrine on hunt so shrine on the middle of the map sometimes, even dutch who need hunt even with bank, Soldadoes spamm with spain literrally need nothing, literraly nothing except age 1 and age 2 for FF

So ye its not RTS and dev should change the design of how to get soldadoes and nowhere i asked for delete the card

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you know im a dutch main. All im saying is how china becoming better the more it is getting nerfed? Is it because the devs are nerfing the wrong thing? is it because other civs are getting nerfed harder? is it because china has a wide array of options? Unless the companion app has a full history of win rates per month i cant tell you if china is getting better or worse. Dont tell me to “enlighten yourself”

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I’m not saying that you said to remove the HC card, moreover, I propose a shipping cost nerf.

What you agree to eliminate is the FI of Spanish Soldados as a strategy because it does not require macro, control map…(I repeat, the fact that it is not an RTS is questionable) when you must wait more than 10 minutes to execute that strategy, 40 villagers fit inside (you have to keep making more villagers) and, if the opponent counters you, you must change the macro and units.

Whatever you want, I know that the nerf had to go the other way, it wasn’t a strategy that bothered anyone (except the one who didn’t know how to adapt to the strategy) and they already killed it. I will wait again for the Spanish gold to go back down to 300 and go down a little more nerfs from the civ in the future.

The haciendas were the typical large houses of Andalusia (southern Spain) that were imported to America during the colonial era.

Also the Soldado wears the colonial uniform of the Spanish army.

So yes, the haciendas and the Soldados must be in the game and in Spain

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Compared to late game japan, haciendas are a joke. They question Spain when Japan can do worse things since 2007.

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when time of creation will be on a patch? image
so we can develop our strategies counting time

Here are my thoughts on this patch. :slightly_smiling_face:


Italians

  • Architect:

    • Hitpoints reduced to 225 (from 275).
      Ok, I would change it to 200, not 225, but just for aesthetic reasons.

    • Initial build limit reduced to 2 (from 5) and now increases by +1 at every age-up.
      This change is irrelevant, at most this change encourages doing FI instead of staying in third.

  • Now builds Outposts in 170 seconds (up from 150), Town Centers in 270 seconds (up from 250), and Walls in 12 seconds (up from 10).
    Ok, this is a good change to achieve what they wanted, I hope they leave Italy alone with this.


Inca

  • Kancha House: Hitpoints decreased to 1600 (from 2000) and costs to 170w (from 180w).
    I don’t like this change, these houses are supposed to take up so much space, because they are useful as a defense measure.

  • Monumental Architecture (II): Moved to Age 3.
    Another change that encourages a FF/FI

  • Royal Festival (Big Button): This big button delivering 1 Macemen per 4 minutes of game time now costs 250 of each resource (down from #### 400w 500c).
    Ok, I guess that’s a good change.

  • Supay Ceremony (IV): Maceman spawn time reduced by roughly -30%.
    I’m sorry but no matter how hard they try to make this unit accessible, it’s not a good siege unit, give the Incas light cannons. :angry:


Spanish

  • Viceroyalty of New Spain (III): Soldados are now balanced with regular combat values (-10%) and need to be updated manually to Guard and Imperial status in the Hacienda.
    Note: The Mexico revolution continues to automatically research Guard Soldados.
    only mexico? Why can’t Greater Colombia, Argentina, Peru and Chile have soldiers that improve for free?

  • Spanish Square (IV): Corrected an issue that allowed sending this card a second time in the Imperial Age.
    Ok, it seemed to everyone it was intentional, but hey, it’s a change that in my specific case matters little.


All these changes are very interesting, but when are they going to take all the villager cards from the English? :upside_down_face:

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As an Inca main I actually don’t mind this, sure they’re a little less useful for walling but now with the wood cost lowered you can get the first kancha and each subsequent kancha up faster.

Some people hate this card but I’d much prefer they move it to age 3 than nerf it into uselessness. I rarely send it anyway as who rushes inca but it only became popular after the war hut age up was removed, same with the 2 war hut card and 2 war huts is more than enough defence in age 2 so this card isn’t really needed.

I’m very happy with these changes, now not only is the macemen a solid unit but the dance and big button are now viable. This unit was useless for so long but now it’s actually good, especially so if you send the speed card road building, it also benefits from same combat card as chimu and spears which is nice. I suggest you try them out or at least try the 5 macemen card in deck.

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I respect your opinion, but being a heavy infantry unit it is very vulnerable to guerrillas and cannons. My complaint is precisely that this unit is useless as long as the Incas cannot counter artillery units at a suitable distance.

That said, don’t get me wrong it’s a good change, but it’s not the change the Incas need, in my opinion. :slightly_smiling_face:


I don’t like this change because I see the Incas as a defensive civilization, but this is just a personal opinion.


I’m completely indifferent to this card, I’m just complaining about how unintentionally the devs are making making a FF or a FI preferable, instead of making cards add you an extra for each age, for example this card could cause buildings to increase their hit points by 15% with each age.

Age I 15%
Age II 30%
Age III 45%
Age IV 60%
Age V 75%

This way a 1st or 2nd age card would be just as valid as a 4th age card, then we can put a limit or some other balance change, but again I don’t think the developers are doing this intentionally.


Again this is just my opinion, but thanks for commenting. :slightly_smiling_face:

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Which is why they also used to build culvs and on occasion, revolt to Chile for Death Hussars…

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Mexicans can have seven or more haciendas and can rebuild them if they are destroyed. even so, the shipment of two haciendas is still good. the problem is that the soldiers only train in two buildings that cannot be recovered if they are destroyed. the risk was compensated by the fact that they were improved automatically (which is very OP). With the new changes, the Spanish player can lose everything invested in improving the soldiers by not being able to train anymore. That is why there are those who ask that the soldier can be created in forts.

Another option for Spanish players to feel more secure in investing in soldier upgrades is that haciendas can be rebuilt.

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