After now having some experience with them I would like to talk about the TLC UUs and how I would balance them better / adjust them slighty to get them in the right spot.
Guecha Warrior.
- Cost Changed to 50 w / 50 G. Range Changed to 4/5. Attack Changed to 7/8. Elite HP from 50 to 60. LOS changed to 6. The unit is jsut too weak in it’s current stage. A few Buffs across the board. Should bring them in a usable spot.
- Gimmick changed to: Whenerver a Guecha dies, one other random Guecha “collects” it’s mummy and power. It gets +2 Attack (stackable) permanently. This is actually a way better balancable gimmick, as it is a more consistant one - not a short-timed effect, not on multiple units in a range, but a single buff to a single unit. It’s not really worth sacrificing to just get +2 attack on a single Guecha, but it is a notable effect that makes losing guecha “less bad” for a skirmisher that costs gold. It’s also intentionally chosen that this effect makes the matchup with other Skirms and Siege specifically and distinctably better - because of the associated gold cost.
Kona:
- Get 2 Shrivamsha Shield in Castle age, 3 in Imp - Make them finally an anti-gunpowder unit!
- Effect of extra attack doubled for non-elite Kona, tripled for elite Kona. Currently it’s hardly recognizable. If you think about fighting Teutonic Knights on FU elite, the Konas in the end go up to 21 - 13 = 8 damage. Also, this is STILL 6 below that of the cheaper Jaguars who do that amount of damage output just on a basic level, not only to already damaged units. With the change the Konas will get up to 33-13 = 20 Damage against a Teutonic Knight with below 10 % HP. But on half helath it will still be just something like 24-13 = 11 Damage, still 3 below what a jag would already do before facturing in the bonus damage. But it would actually have a recognizable impact.
- Cost and training time slightly adjusted to 65 F / 45 G and 15 s.
Blackwood Archer
- Cost increased to 50 W / 50 G
- Now return 40 % of their cost when killed - playing more into that gimmick. This is also because I think in general this bonus needs to be tuned down generally for tupi to 10 % or even below that. So I specifically design the Blackwood Archers to be designed around that gimmick, increasing the base cost accordingly. Which is also a nerf the unit needs anyways. The poison damage is actually fine as it is imo.