April PUP

Not always the case. And with a Donjon, archers would be warded off by the Donjon (limiting their ability to deal damage to one key area - walls and skirms would be able to limit damage elsewhere, and would benefit from not needing to avoid the Donjon). Scouts would also be hampered by any spears created from the Donjon. And Serjeants would be an option against infantry plays. Add in the faster walls, and I think that you could reasonably play defensively on most open maps. The delay would hamper your ability to deal damage, but you’re prepared for attacks. Against fast castle strategies, you can do your own fast castle (the Donjon costs less wood than a normal feudal building, so you’d only need to build one more). It’s generally a good idea to scout your opponent - you don’t need to prepare against an attack that you know isn’t coming, and some strategies are killer if they catch you off-guard.

Also note that players (or AIs) at some ELOs don’t necessarily have the skills needed to punish such a 90-second delay.

Clarification: Double Bit Axe is a higher priority than the first farming tech (though I’ll sometimes research both at the same time). There are times when castle age is a higher priority than one or both (but that tends to be map- and game-dependent). With your proposed change, I’d probably still get the farming techs as soon as I reasonably can (but it would be a lower priority, where right now it’s a slightly raised priority if I’m playing Sicilians).

Generally, if you greed more than your opponent and avoid taking damage, you’re winning. Assuming that your civ can compete in the late game (and Sicilians generally can).

Numbers for farms:
generic: 175/250/375/550
Sicilian: 175/344/625/1019
proposed:175/300/525/800 (assumes full upgrades for the present age, with +50/150/250 granted upon age up)
proposed if missing current age’s farming tech: 175/225/400/625 (still 800 in post-imp)

The proposed farm bonus does favor more aggressive play, but it seems to me that they’re trying to take Sicilians a more defensive direction.

I do think it might be fun to see a Donjon walled in with a protective palisade gate on one side (more expensive obviously than a normal tower, but would still be able to send out units).

Yes, but you can start with transition from champion+ scorpions to scorpion+ onagers. Even champion+ scorpions will be hard to counter then.

I hope to make longswords+ scorpions good combo against archers but not counter both xbow and knight.

I think nobody wants a full Siege combo that counters everything.

When we’re speaking here about scorps getting bonus against cavalry it’s not meant like completely oblitterating them. It’s more “when the Scorps are well protected they can scare the Cavalry away” and if not, deal a lot of damage. Not necessarily killing them immediately, but force to move back and heal them up.

This protection can be melee units, but also potentially defences like town centers.

Otherwise we would face the issue that Siege atm needs the least upgrade cost. So it would immediately become the main dominating combo in early castle age cause the low commitment. But this is also helpful in finding the right tweak, because the other units scale better in the continuation of castle age. So if such a combo would be the result of the design it would be immediately visible and adjustable. Also we can be sure if it’s not an opening strat early castle age, it probably won’t become an issue in the continuation of the game.

In genearl the change would ofc mean, that scorps damage output against non-cavalry units would also be tuned down, potentially even their pierce armor. Don’t forget that Scorpions already counter CA and with a bonus against Cavalry this would only be increased, making that matchup very unfaithful for CA. So it would make sense to in compensation to tune down the Pierce Armor of the Scorpions. I also see no reason why they should be good against both Cavalry and Archers - esepcially as Mangonels already counter Archers so well.

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Changes from first to second PUP

  • All Scout units can now use the Auto Scout functionality instead of just the starting one.
  • Devotion technology cost increased from 100f 150g → 100f 200g
  • Elite Ratha now deals +2 bonus damage vs. the Spearman armor class. Previous PUP (Elite) Ranged Ratha bonus vs Spears 0 → 1 (2). So presumably melee elite ratha also get this bonus?
  • Georgians - Cavalry regenerate bonus → Cavalry regenerate 5/10/15 HP per minute in Feudal/Castle/Imperial Age. Unless I’m misunderstanding something this is exactly the same as launch. Seems like they’re just going back.
  • Not a change, but “In Empire Wars: No longer starts with houses or a -100w penalty” phrasing makes it very clear the wood penalty being removed is ONLY for empire wars.
11 Likes

looks like that.
I like that. Was just a bit too much in conjecture with the better start.
Lets see if it’s enough to bring the civ in a solid place.

Also nice change. Can’t list how often I had like 3-4 scouts leftover and the opponent completely walled and just though, why the heck can’t I just send them auto scout the map?

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Why scorpions should be strong against cavalry? Currently, they are stronger than mangonels when facing cavalry archers and champions.

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From videos, it is apparent that at least the farms were in the previous PUP. Don’t know about the auto-scout change, but it wasn’t originally listed (Quasibrodo listed it as a change from the previous PUP).

New QoL features

  • Farms can now be automatically placed around a Mill or a Town Center by holding Shift (LT for Xbox) and clicking the Farm over the Building.
  • All Scout units can now use the Auto Scout functionality instead of just the starting one.

Admittedly, I didn’t try the first PUP, and I didn’t see anyone who covered the new PUP mention auto scouting, but I copied the changes from FB, and at least there, the first PUP didn’t even mention the auto farm placement.

So maybe auto scout was always in and it just went under the radar, but as far as I can tell, auto scout is new to the second build of the april PUP.

Has anyone tried the new PUP? I can’t see the option to access it:

OMG I was just about to ask the same question. Ok, so I’m not just being dumb. Yeah I don’t see it either.

Don’t tell me they put it down again. 11

Maybe its just on the windows store and not steam???


Me and the boys exploring a large map

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Non-elite Ratha doesn’t get any attack bonus vs spearman. In previous version of PUP, they got +1.

Are you serious? wow.

I propose some QoL improvements for the next PUP:

  1. Hover mouse over mill to auto-create farms. If want more than one built, just wiggle the mouse back-and-forth to add more and more
  2. Hover mouse over barracks (or stables, or archery) building to auto-create the most ideal troops for the current battle situation using resources available. AI machine-learning will analyze the map and what it knows to give you the best results. If want more than one unit built, wiggle mouse back-and-forth like a magic wand to add more and more.
  3. Hover mouse over Town Center to auto-create villagers. Wiggle the mouse to make more and more.
  4. Houses no longer required. Game now just allows all players to build as many units as they want, up to the population limit set for the match.
  5. Hover mouse over mines, trees, fish, berries, and sheep, then click CTRL+LMB to trigger auto-collection of resources. A steady flow of resources will just be added to your coffers. (Villagers no longer needed to gather resources. Villagers just wander around looking like they’re busy, as visual interest, since they’re no longer really needed)
  6. Military is now automated. Just select the group of units you want to send to battle, then click LMB on them. They will use advanced AI machine-learning to then attack, defend, or protect your assets in the most effective way possible

What if they get a bonus against heavy cavalry only.
So only against Knights (and similar UUs) but not against the Scout Line (and similar UUs).
This would also exclude Cavalry Archers and maybe Camels.
They already do bonus damage against Elephants.

I’d also suggest to give the Milita Line bonus damage vs. the Scout Line (maybe just give them Eagle Warrior armour class) to counter balance this new indirect Scout Line buff.

Since Light Cavalry and Knights benefit from the same technologies it wouldn’t be that hard for most Knight civs (sorry Teutons) to mix in some Light Cavalry against Scorpions.
Adding Light Cavalry is already a good idea vs. Monks already anyway.

Viper suggested that this could be a sublte hint towards the next Red Bull Wololo.


The PUP is Steam exclusive.


It’s there and has been updated 11 hrs ago as of posting this, they just forgot to make it public:
grafik


Yep, I also covered it when the first PUP was online. Placing farms essentially works now like in AoE 4:

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Then the unit would again be useless in the lategame.
Don’t forget it’s also not very effective against buildings, so adding Scorps when you’re low on gold may help against enemy army but doesn’t threaten the opponent base. You still need to somehow get gold for the necessary Siege units.

I think light cav in Theory has it’s utilty in the midgame. It’s against Monks. We see that already on Arena. And on open maps I see a lot of people sleeping on Light Cav addition when the opponent makes Monks. It seems easier to complain about the Monks converting your Knights.

I also don’t see a too high risk with having bonus against all Cavalry. Especially on open maps. Again because of the low damage output against Buildings and the low mobility of the scorps, it doesn’t threaten the destruction of the base, giving a lot of opportunity in time to use your cavalry for a counterattack.

Idk. For me it seems better to rethink the Hussar upgrade. Imo it’s way too much of a boost to a trash unit in the lategame. Compare that to Skirms which don’t even get an Imp upgrade (except for Vietnamese).
For me, the comparably mediocre matchup against the Scouts isn’t a main issue for the milita line in the lategame anyways. Cause you always can just add some Halbs. The issues of that line are in the midgame where they don’t have anything against the Archers Range and Knights mobility to leverage.

Yeah and that’s exactly the Reason why I don’t think it’s a great idea to exclude light cav here. Cause when just mixing in a few of them makes kills the Scorps, they would be again basically as useless against Cav civs as atm.
We see similar things with units like the Genitour. Which is in theory an amazing counter to archers. But as it is soft-countered by Skirms we basically never see it. (Except sometimes against CA)

Also when it would be countered by light cav it would have pretty much the same profile as Monks against Cav Civs. So again it would have a huge overlap with another unit type. I see no reason to do such a change if in the result the main reason why we even thought about that change is just shifted. Doesn’t makes sense to me.

BTW I wouldn’t be against if the result would be that the milita line would become a decent counter to Siege (+pike). I think this could be a potential role for the unit, way better to build around than the current “trash counter” identity.

So you think the Milita Line should be a Siege counter?
Make them more resistant to damage from Siege units maybe?

Could be an idea, yeah. Probably though a tech or something like this.
I think it was already on of the proposals in the discussion thread about that line.