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 youâre 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 youâd only need to build one more). Itâs generally a good idea to scout your opponent - you donât need to prepare against an attack that you know isnât coming, and some strategies are killer if they catch you off-guard.
Also note that players (or AIs) at some ELOs donât 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 Iâll 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, Iâd probably still get the farming techs as soon as I reasonably can (but it would be a lower priority, where right now itâs a slightly raised priority if Iâm playing Sicilians).
Generally, if you greed more than your opponent and avoid taking damage, youâre 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 ageâs 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 theyâre 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).
I think nobody wants a full Siege combo that counters everything.
When weâre speaking here about scorps getting bonus against cavalry itâs not meant like completely oblitterating them. Itâs more âwhen the Scorps are well protected they can scare the Cavalry awayâ 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 itâs not an opening strat early castle age, it probably wonât 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. Donât 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.
All Scout units can now use the Auto Scout functionality instead of just the starting one.
Devotion technology cost increased from 100f 150g â 100f 200g
Elite Ratha now deals +2 bonus damage vs. the Spearman armor class. Previous PUP (Elite) Ranged Ratha bonus vs Spears 0 â 1 (2). So presumably melee elite ratha also get this bonus?
Georgians - Cavalry regenerate bonus â Cavalry regenerate 5/10/15 HP per minute in Feudal/Castle/Imperial Age. Unless Iâm misunderstanding something this is exactly the same as launch. Seems like theyâre just going back.
Not a change, but âIn Empire Wars: No longer starts with houses or a -100w penaltyâ phrasing makes it very clear the wood penalty being removed is ONLY for empire wars.
looks like that.
I like that. Was just a bit too much in conjecture with the better start.
Lets see if itâs enough to bring the civ in a solid place.
Also nice change. Canât list how often I had like 3-4 scouts leftover and the opponent completely walled and just though, why the heck canât I just send them auto scout the map?
From videos, it is apparent that at least the farms were in the previous PUP. Donât know about the auto-scout change, but it wasnât 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 didnât try the first PUP, and I didnât see anyone who covered the new PUP mention auto scouting, but I copied the changes from FB, and at least there, the first PUP didnât 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.
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
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.
Hover mouse over Town Center to auto-create villagers. Wiggle the mouse to make more and more.
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.
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 theyâre busy, as visual interest, since theyâre no longer really needed)
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.
Iâd 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 wouldnât 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.
Then the unit would again be useless in the lategame.
Donât forget itâs also not very effective against buildings, so adding Scorps when youâre low on gold may help against enemy army but doesnât threaten the opponent base. You still need to somehow get gold for the necessary Siege units.
I think light cav in Theory has itâs utilty in the midgame. Itâs 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 donât 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 doesnât 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 itâs way too much of a boost to a trash unit in the lategame. Compare that to Skirms which donât even get an Imp upgrade (except for Vietnamese).
For me, the comparably mediocre matchup against the Scouts isnât 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 donât have anything against the Archers Range and Knights mobility to leverage.
Yeah and thatâs exactly the Reason why I donât think itâs 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. Doesnât makes sense to me.
BTW I wouldnât 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 âtrash counterâ identity.
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.