The only issue is that the longbow needs to become actually unique
What to do is reduce the archer range civ bonus to a mere +1. That way, the difference between the archer line and Longbowmen is much greater.
Remove the range bonus entirely. And make the longbow range high to enable accuracy issues but at ranges you donât even know you wanted
Competitively speaking, the Britons rely on the +1 range power spike in Castle Age. If you remove it, you have to redesign most of it. Like giving it Bloodline and stuff like that.
up the internal archer range work bonus and add thumb ring whichCANNOT effect longbows. They may not have extra range until Yeoman but they can be cranked out fast
A proposal made years ago was for Longbowmen to replace Crossbowmen, like:
Archer â Longbowman â Elite Longbowman.
Except that then, for balance, it has to be a skin, basically. You can add +1+/2 range to the unit instead of as a civ bonus to give it more flavour. And then heavily revise Yeomen and add another UU in the castle.
Makes sense, but I think theyâd need some compensation for the nerf â presumably something to make the transition from crossbows to longbows easier?
One option would be to adapt the Yeomen tower effect into a civ bonus, and add something extra to Yeomen â either faster training time for longbowmen or longbowmen can be trained at archery ranges.
Iâve seen a few suggestions along these lines. Iâm not keen personally because, as you say, it makes longbowmen more like reskinned crossbowmen. It would also mean adding a new unique unit just because of the hole it creates rather than to fill an actual role.
Random Celts split options Irish, Scots, Picts - Welsh, Cornish / Bretons in Brittany.
Welsh, Cornish are really both Welsh named that from the invading Anglo-Saxons meaning (*foreigner/*stranger/roman) but really should be known as the Real Britons/Romano-Celtic-britons however Name is already taken.
But if you think about it, Welsh people already have a good few faction choices besides current britons could even argue Roman as well and the current Celts.
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As for the Irish and Scots the Current Celts faction has used elements from both factions example
Castle Scottish, Wonder Irish, Woad Raider (picts, braveheart) npc dialog Gaelic
Out of all the celtic background factions however they do stand out the most for a split if it was to happen given they were the most independent or more historic events to draw from, out of the groups also other elements currently Ireland may as well not even be in the Game has 0 Campaign focus only showing up as optional npc foes for the Vikings.
However like the Welsh above, one could argue Irish have the Current Celts as well as even the Vikings with the historic Norse-Gaels as the two groups saw more corporation with each other then events over in Britain.
In the end as cool as it would be to have a Civ spit maybe Celts is just to mixed to be broken up?
BUT
If it were to Happen I would go with adding in Gaels Taking the Castle, Wonder, with them, Current Celts would remain though, maybe given other buildings a more focus on the Picts keeping the Woad raider. As they do have a long history on Britain dealing with the Romans and Anglo-Saxons after to there end vs the Vikings Battle of 839 - Wikipedia
With Ireland and Scotland just call them Gaels if only one etc civ slot.
And finally give us a Robert the Bruce Campaign,
Or like Above I would focus on St Columba given monks like him from Ireland did play an important part after the dark ages with its monks and monasteries spreading Christianity to Britain and mainland Europe as well as lost knowledge.
The faction most likely would be a monk infantry civ
Random idea I saw online They would start out with a monastery in the Dark Ages given the History maybe a new monk unit what cant convert until castle age (be to powerful) but could go find relics early on or boost work rate, buff infantry.
New infantry units lots to choice from with the Gallowglass or Kerns, Would expect the Gallowglass to be a powerful unit but high gold cost from the merc background maybe an Ally unit in team games, and a Kern to be cheap new type of skirmisher what could also swap fighting styles to melee vs buildings.
Or the Light horse Hobelar again mentioned above no idea maybe a mounted horse skirmisher but the berber civ players may not like that.
also hate to be that guy but I dont see the devs calling it a British Isles Dlc seen a lot of arguments online about that naming.
I hope the devs continue to never listen to fan requests.
The devs are miles ahead of almost all fans when it comes to civ and unit design. The only exception could be balance adjustments for high-level play. Even then, pro players are as unreliable as anyone else.
Fans are not game designers. They have no track record, proven skills, or reasoning. Most of the time, itâs just: âHey, I want this, because why not?â
Think about it from the playerâs perspective: You enjoy playing with Briton Arbalesters and Longbowmen for over 20 years, but suddenly the range bonus or the unique feel of the Longbowmen is gone. Nobody would want such a thing.
your beloved longbow man wont be taken away like 0 chance
Thatâs a great way to alienate your playerbase.
Hahahahahahahahahahahaha!!! Youâre funny!
I just want stats that, without needing a generic civ bonus to back it up, scream LONGbowman
Welsh will get the Longerbowman, range of 9 ![]()
Iâd honestly be okay if the longbow base range was absurd but it had some accuracy issues to go with it
tbf, neither do the devs. they havenât managed to add a single thematically and mechanically congruent civ in any of the DE DLC.
I enjoyed playing with Japanese, Koreans, Chinese, etc for many years. the devs took them away from. they donât give a shit
Cysion was a fan. He made a mod which is FAN content and now heâs a designer heck somehow heâs LEADING this. This is defeatist philosophy my dude
I wouldnât mind a Cymru civ, with short-ranged longbowmen who get a bonus near trees (reflecting the fact they were used as ambush/raiders at much closer range than the English, er , I mean Britons)
Now the Britonsâ Crossbowman basically just overlaps with the Longbowman in role and traits because of the range bonus, while long range was supposed to be the unique identity of Longbowman in the first place.
Instead of saying that removing the bonus and moving the Longbowman from the Castle to the Archery Range to replace the Crossbowman would turn it into a reskinned Crossbowman, I think itâs more accurate to say this would actually make sure the identity of Longbowman is unique. The civ wouldnât have two units with the same type and the same gimmick anymore, and the Longbow would still have much longer range than a regular Crossbow, so it obviously wouldnât just be a reskin.
An analogy I just came up with is this: itâs like having a display shelf (the civ) for a brand-name bag (unique unit), but thereâs also a regular bag (regualr unit) sitting there with a brand-name label (same gimmick of uu) stitched onto it, making it look like a copy of the real brand-name bag. Now I remove that fake brand-name bag, move the real brand-name bag into that spot, and leave the original spot of the real bag empty so it can hold some other new brand-name bag in the future.
Calling the real brand-name bag just a reskin of the fake one would obviously be strange. Besides, considering that you previously said you disliked how Bolt Magazine basically just gives the Crossbowman the same gimmick as CKN and represents the same thing, Iâm surprised youâre quite tolerant of the Britonsâ Crossbowman with the range bonus, which carries the same gimmick as the Longbow and represents the same thing. Theyâre even in the same civ.
I also feel this way about Woads too. Like the gimmick is fast moving infantry but it doesnât feel so fast when the civ also gets an infantry speed bonus to almost make this bonus feel pointless