I mean would be unwise to buff them further then that since that seems busted but i went for the intent of their allready free militia line also i see slight difference between viking values and bulgarians with the buffs since the viking buff is also static and the bulgarian buff would be over the ages
Note the champ difference is 9 holy f that 40& is alot
While I like the cheaper Bloodlines idea, I doubt that it really fixes the early game. Your idea is more of a specialist approach as opposed to my idea with cheaper military buildings (a more generalist/ economy friendly approach).
Also your claim with full scouts is highly dependant on how the game unfolds. Franks, Slavs, Khmer or even Teutons can drag out Feudal with 10+ scouts in favor of map control or when your opponent is already in Castle. Also Magyars donât really want to go full scouts (like any other civ) because it delays your Castle time too much.
I would honestly be interested in the performance of Bulgarians with a general buff for Cavarly Archers and the Militia line. Those are two options of the civ but the unit choice is just bad at the moment. Maybe with both unit lines addressed there is no need for a drastic change such as saving a ton of wood on militaray buildings or free techs
i mean the blacksmith is a place to adress both of them or stable or barrack respectivly also stirrup affecting konniks and bargain affecting dismounted konniks ?
I could see Stirrups or even Baghains affect the dismounted Konnik, but this doesnât address the early game. Both techs are researched from late Castle onwards and without any bonus Bulgarians wonât get there. They need an early bonus that helps them on multiple maps like for example the wood discount I have proposed multiple times .
I donât want them to start with +50s or something like that, because it would push them in a more one sided direction and civs that do that are almost always on the worse end by being too predictable (Koreans, Magyars)
I actually like the discounted wood prize for certain buildings. I can see it military buildings cost -75 wood for example. Similar to slav pop space bonus from military buildings and Japanese reduced cost to mill mining/lumber camps. I see the argument that blacksmith makes most sence but military buildingsis fair enough and is relative to other bonuses.
If the faster working blacksmith was not a Team bonus I would frame it: balcksmith, siege workshop 30% cheaper and work 50% faster. But I feel it is a bit too strong for a Team bonus.
Another similar option to that wood discount is to allow villagers drop resources in any eco building , or even in military buildings, or in any building. They still would need to do one eco building for upgrades, but would save some wood for an archer rush. This also saves some precious villager building time
I think this idea has a few flaws though, because on paper it sounds great but realistically your resources are spread out too far to take advantage of this. I could even see farmers awkwardly walking to a lumber camp because it âis closer than the TC center tileâ. Weird mechanics with this and I believe this would be more of a late game bonus where the base gets more crammed
This idea isnât realistic. How often do you actually see a point in game where it could actually be applied effectively? Would be a meme more then anything
In early stages, basically could be applied when you place your second lumber camp. You may place it near deer/shorefish or near secondary gold ponds. Later than that, it would be useful in similar situations.
If the bonus applies also to military buildings additionally to eco ones, you could place your first barrack near any resource (i.e: gold). Same effect if it applies to blacksmith/market.
Of course this bonus would be better in high-resource maps, like black forest or cenotes, where it would be easy to find 2 resources together, than in the new arabia.
But if the lumber camp were instead a TC the villager would still walk to that place if it is closer than the other TC center tile. It is similar to going to a mill in a very collapsed basecamp, useful to avoid villager bumping at late game. But at early game, you save some wood (that would still to use later for the upgrades). It is similar to the khmer building-skipping bonus.
As you said, the main problem of this proposed bonus is to find the resources for that, especially in arabia. But I donât think bulgarians needs a huge early bonus after all. Only a little bonus to reach castle more confortably.
I still think this is way too strong. To not comment all the posts above, let me just say this: Youâre obviously right in that Bulgarians have no eco bonus and with free bloodlines theyâd âonlyâ get a bonus with a limited time frame to work with. So in late feudal age this kind of expires and most other civs will be way better. But what you would get with free BL is a military advantage that no other one can match. How do you deal with that if you arenât walled? Even with spears itâs difficult because with 5 BL scouts 1 or 2 spears have little effect. You had to keep good numbers of spears in one spot so scouts can just use their mobility and raid other spots. It simply wouldnât be a balanced bonus because in that specific time window when it applies you canât counter it with a reasonable investment.
Of course you can make bloodlines cheaper or something like that but then I agree with others that balance efforts that stress their existing strenghts more would be better. You usually open with maa which is very strong for them while the transition to castle age is their biggest weakness so imo that should be focused. I guess the trickiest part with that (unless they would just get access to xbows) is buffing their feudal defenses without buffing their tower rushing potential too much (which already is quite high due to free maa and stone incentive because of kreposts).
Apart from magyars: Slavs, Khmer, Huns are common examples, for instance. But in the end it depends as much on the actual game so you could do that with a lot of civs if it makes sense in the specific situation. The only usual requirement for that is having access to bloodlines.
In kotd it happened a lot. It just wasnât a thing for quite some time because the previous arabia version was comparatively closed.
I agree with you that giving it completely free is too strong because of the skipped 50second research time.
â then your starting scout that accompanies your 3MAA rush would be super strongâŠ
But I donât see Bulgarians as defensive civ. Playing defensive only makes sense if you have an eco bonus or other advantage to outboom your opponent. Bulgarians do not have any such bonus right know â they have an offensive bonus with the free MAA.
And I really think they need to be played as offensive civ to gain map control and place effective Kreppost later in the gameâŠ
The can be both, imo. Itâs a bit of a weird one because of no xbows Bulgarians best options usually are either overly aggressive or overly defensive. If you wanted to use all your bonuses playing them you could go maa into walls and defensive towers and then go 4 tc boom while defending with kreposts. If you get to castle age and have these buildings up in time itâs even pretty good but at the same time itâs super risky and a good opponent wonât let you do that and punish your greed which is why you seldom see it in high level games. Free stone mining might help for this but I donât think it would be a game changing bonus.
So, summarizing:
Bulgarians need some early game buff.
The idea of reducing building wood cost seems to be popular.
Letâs put that in nice phrases the Devs might actually use:
Now:
Militia-line upgrades free
Town Centers cost -50% stone
Can build Kreppost
(Bloodlines: 150F, 50G; Husbandry: 150F)
With buffs:
Militia-line upgrades free
Stable technologies cost reduced to 100 food each
Town Centers cost -50% stone
Military buildings cost -33% wood
-> honestly, I donât see the Devs cherry picking buildings (like some military + Blacksmith) and cost numbers. This cost change to a building group with a percentage change is much more in line with the style of bonuses of other civs in this game⊠The cost reduction could also be -25% if 33% is too much.
( I donât think the Kreppost should be stated as bonus, but other civs also have 5 boni so you could just leave the text there).
What do you think?
Would you like to see Bulgarians have this change?
Would you enjoy playing them more?
I donât think a change like âStable technologies reduced to 100 food eachâ would happen honestly, bonus civ are more generic like âStable techs cost no foodâ or âStables techs cost -33%â.
Also it seems too strong, if its include light cav/hussard and knight upgrade techs.
Personally, I think that a good way to fix Bulgarian is trying to fix Militia-Line in the first place. Lot of persons already argue about the militia-line, and maybe you will agree that they deserve more love (For exemple : a little speed boost and creation time, cost reduction for supplies and LS tech). It will help Bulgarians for sure.
If they tweak Militia line there are obviously a lot of civs to adjust. First one coming to mind is Goth, and I think they will have to reset their dark age bonus by removing free loom (they already have fast creating and cheaper milita / More efficient hunters and less risk losing vills thanks to the fast killing boars).
Maybe giving free loom to Bulgarians instead could be a good option. It would give them a little economic early boost where they struggle the most, and a very unique and strong M@a rush potential.
In the other hand I also like yours propositions with less wood cost for military buildings, I also think cost reduction for blacksmith or free stone mining tech can also fit with the civ Well weâll see what developers can do about them, itâs a nice civ overall