Hi. Let’s talk about the Monaspas.
Since Mountain Royals, Monaspas have proven to be an oppressive unit.
There have been some bugfix to their attack and increase in training time and attack buff requirement but the overall capability of Monaspas in fights is unchanged.
When massed with full attack buff, they destroy even the counter units (like heavy camels, halbs etc.) and are also good at destroying buildings, including Castles, to the point where Georgians are less likely to create skirmishers (to counter halbs) or siege (to destroy production buildings). Even though they miss Bombard Cannons (despite being the “Defensive” civ), they never felt the lack of it because of Monaspas.
That said, Monaspas, even though they destroy counter units, they do bring something unique to the game. There is a reason why they haven’t touched Monaspas attack, melee armor or HP yet.
If we nerf Monaspas’ stats so that they die to counter units and they don’t destroy buildings fast, Georgians will become another generic Cavalry, Skirmisher, Siege civilization (they might get BBC to compensate monaspa nerf, making them even more generic.).
This is why I am not willing to nerf Monaspas attack, armor, HP or attack buff mechanic.
However, there are still other problems to Monapsa that are totally worth the discussion.
1. GOLD COST
Why does Monaspa cost only 40 gold? Why are they cheaper than Steppe Lancers?
This is a big problem because even if you somehow manage to beat massed Monaspas with counter units (probably under Castle fire or High Ground Advantage), They can still continue making more monaspas for a very long time before they run out gold.
They kinda tried to address the issue by increasing training time and requirement for attack buff, but is doesn’t seem enough. I believe it’s fair to say that a powerful unit like this shouldn’t cost less gold. (plz forget about Leitis in this discussion)
I can’t determine the exact numbers but Monaspas should cost less food and more gold.
2. HP REGENERATION
Something I haven’t seen many people talk about, but after destroying counter units with Massed Monaspas, the surviving Monaspas can regenerate HP. Combine them with some newly trained Monaspas and now they are ready to destroy another group of counter units.
As I stated before, I understand not nerfing their attack, HP and armor but don’t you think that the HP regeneration is too much?
Same problem applies to Monaspas destroying Castle while getting hit by Castle fire and other units. They run away, regen HP, regroup with newly trained Monaspas and repeat.
I personally think that Monaspas destroying counter units and building, and Regenerating HP at the same time is too much. Monaspas shouldn’t regenerate HP.
3. OTHER CONCERNS ABOUT GEORGIANS
As long as Monaspas exists, Georgians Tech tree and their Fortified Church bonus will never be fully realized. Unique units don’t care about eco bonuses and discounts because their base cost can always be adjusted accordingly.
Does anybody know how good Georgian Cavaliers and Hussars are? How much their FortChurch bonus improve their tech tree options? As long as Monaspas aren’t balanced properly, we will never know.
Georgian Knight-line regenerating HP is completely overshadowed by Monaspas (even if Monaspas didn’t regen HP) Knight-line HP regen is also the reason why Georgians don’t get Paladins.
Not sure what to do about it. Maybe Knight-line HP regen is something they should give to another civ where it’s not overshadowed by Cavalry UU.
Cavalry Archers regenerating HP is a nice concept, but I would like to see something like this on another Cavalry Archer civilization instead of Georgians.
Plz stop giving every civ powerful early game. It’s okay for some civs to have solid-tier or low-tier early game. Maybe Georgians should start with Mule Cart but -50 wood. (still solid early game but not powerful)
MY BALANCE SUGGESTIONS
-
(elite) Monaspa cost changed: 65 food 40 gold → 40 food 65 gold
(less food, more gold, numbers adjustable) -
(elite) Monaspa movement speed reduced: 1.40 → 1.35 (optional)
-
EITHER: HP regeneration bonus only applies to Stable Units
OR: HP regeneration bonus only applies to Scout Cavalry-line, Gain access to Paladin -
Start with Mule Cart but -50 wood (optional)
Note:
If Monaspas still end up being overpowered after the changes, increase their cost.
If Monaspas ended up being underpowered, reduce their requirement of nearby units for attack buff.
If you’ve made it this far and read all, thank you
What do you think about Monaspas? Do you agree with me, or you have your own ideas? Give Comments.
Some formatting edits made to post.