Just the title really.
Giving a mediocre team game civ a strong team bonus is exciting. I look forward to seeing whether this makes Portuguese viable in team games.
If it works well, civs like Incas and Burmese could hopefully receive the same treatment.
If it works out poorly, I guess we’ll see some nerfs.
It’s the inverse incan team bonus for the farm upgrades, which is cool, but applying to everything.
The thing that I’m most excited for is the wood bonus. It could very well be viable to send an extra villager to berries and drop a villager from the woodline and have the exact same wood production as before, even slightly improved, and also get a food bonus out of it. I’m going to be fiddling with this bonus to see what I can make out of it, which is definitely one of my favorite things about early starting bonuses.
I think this is probably the first real early eco bonus the Ports have ever had, so that’s a thought.
Loom + Wheelbarrow faster for all the teammates is really strong actually, it’s almost a vill faster (20 secs) for each civ. It’s a bit stronger than the former incan bonus (In the excel sheet I calculated this gives a 8 seconds faster booming compared to the incas 6 seconds). But then the Portuguese bonus is even stronger cause it’s affecting all the techs aswell, even those who don’t apply to the boom.
the buff is Amazing yes, but what’s strange to me is that they picked Portuguese and not all similari civs. Like Italians which are very similar both in tech trees and in water focus and have similar problems and, of anithing, are not as strong as portuguese were previously and now cannot compare
Devs should at least try baby steps with more than 1 civ at a time…this round they did a try on burmese and portuguese, but dravidians, bengalis, Italians, sicilians, goths, etc etc…feel abandoned
As it is probably more fitting here I will post my fimp castle into feitoria Buildorder for ports here.
The discussion about that emerged from the other thread about the patchnotes.
The buildorder isn’t complete yet, it’s missing how exactly you distribute your farmers after they are done. The first 3 have definetely go to Gold to get enough Gold income for imping, but from that you probably can distribute differently. The last 2 I also used to make houses, so it’s actually only farmers 4-7 which can be distributed among Gold, Stone and Wood as you like. Same is for the 3 Vills you make in Castle Age. So in total you have 7 vills you can distribute over Gold, Stone and Wood as you like.
2-3 on stone should be enough for a Feitoria, 6 on stone for 2 Feitorias. Anything in between would allow you to just add the 2nd Feitoria a bit faster in imp, but not asap.
Note that in Imp Wood will be massively needed, so it’s probably the best to prefer distributing of your 7 free Vills to Wood over Gold (stone is depending on your decision how many feitorias you want to make). I think if you put 3 on stone and 4 on wood you should be able to constantly produce organ guns on your way up, but that needs to be tested. And I’m not sure if it’s really the best play, cause 1 feitoria isn’t enough to support a single TC vill production.
If you put more to stone you can add feitorias immediately and also make a 2nd castle faster, but if you put more on wood and gold you can make some more Organ Guns out while going up. So both have their benefits and downsides.
If you start with 4 deer, this time it’s an easy change, just don’t make the 9th farm and Send your 25 th vill to Make a Gold Mining camp instead of going to Berries.
Vill
To
Further Actions
1-3
Houses => Food
4
Food
5
Food
6
Food (Hunt)
7
Lumbe Camp
8
Wood
9
Wood
10
Wood
11
Mill
12
House => Berries
13
Berries
14
Farm
15
Berries
16
Farm
17
House => Berries
18
Farm
19
Farm
20
Farm
21
Farm
22
House => Farm
23
Farm
24
Berries
1 Forager to Farm
25
Berries
26
House => Wood
27
Gold Mining Camp
28
Gold
29
Stone Mining Camp
30
Stone
Up to Feudal
Queue Berry Vills to Stone
Queue Sheep Vills to Gold (after finishing sheep)
31
Gold
Make Market + BS (with Stone Miners)
Loom
DBA
Up to Castle
From exhausted Farms send at least 3 to Gold
The last 2 have to make houses
Send 8 Vills from Stone to rush up a castle when you hit Castle Age, queue them to a Lumber camp
And the next buildorder for 20 pop Double range archers.
It’s again an advanced build, as you need to manage pushing deer and Boars at the same time, but if you can handle this you should be fine.
It puts 5 vills on Berries which is imo the perfect amount for the Portuguese now, as it allows for a smooth farming transition.
The Castle timing of this build is quite slow, as you would expect from a 20 pop double range archers build. But still, it’s a 20 pop double range archers build with all needed eco upgrages and you’re never short on any of the essential res.
And also intersting, you basically need the Portuguese Wood bonus to execute this, it’s not viable with Dravidians as you would be short on wood while going up to Feudal.
Vill
To
Further Actions
1-3
2 Houses + Food
4
Food
5
Food
6
Food
Eat 2 Sheep, then Boar
7
Lumber Camp
8
Wood
9
Wood
10
Wood
11
TC Food
12
House => Mill
13
Mill
14
Berries
15
Berries
16
House => Berries
17
TC Food
18
Food
19
Food
Loom
Eat 1 more Sheep when having only standard Hunt
Up to Feudal
Send 5 from TC to 2nd Lumber Camp
1 to make Barracks + Houses
When Hunt finished, all 5 to Gold
20
Wood
Send 1 from wood to help building 2 Ranges
21
Sheep
DBA, send 1 builder Back to wood
22
Sheep
Blacksmith => Fletching
23
Sheep
Start placing more Houses with your Builder
24
Sheep
Horsecollar
Wood
Start making Farms with the Berry Vills
Once you have made 3 Farns there, start placing Farms around your TC
You can add 1-2 more Gold miners if you plan staying longer in Feudal
You can also make DBA right away when reaching feudal, then you would just delay the 2nd range and blacksmith a bit.
They could have just replace the TB with other TB like they did with Incas. Instead they put a civ bonus as a team bonus, and they add a brand new civ bonus, and a dark Age eco bonus! That’s far beyond that
I actually like that. I woud like this especially for Civs that aren’t the best in TGs currently.
Portuguese were kinda ok-ish in TGs, which ofc also came down partially to the former TB, but ofc also due to their Gold discount and Siege. Sometimes even Feitoria, though in TGs the situations for Feitos are more specific, but it’s an Option other civs just don’t have.
I think this can be seen as a test if making certain Civ Bonusses TB works. Cause if this TB doesn’t Overpower the buffed Portuguese in TGs, it shows that it can be used to tweak the civs that currently kind of struggle in TGs by swichting their TB with one of their Civ Bonusses.
For me the first civ that comes to ming here is certainly Byzantines.
That looks like a nerf for me tbh
Do Vietnamesse need to be nerfed?
Ofc you could make the archer HP a team bonus, don’t know if this the reight call. Imo Vietnamese could receive a slight general buff, not necessary for TGs only.
Vietnamese is tricky, as there are some of the best players who make them work way better than us plebs on the ladder.
But that potentially has also something to do with the drafting system. Vietnamese are an anti-archer archer civ, so it’s a good pick on all “archer” maps. It’s not necessary strong on Arabia.
well, i LOVE that. i was merely saying that portuguese were not immediately tought as weak, they were average/below average and strong on water, which is the case for other lackluster civs like Italians. so i was advocating to give the same treatment also to other civs, making them a bit stronger
like Italians could get
20% discount on age up (from 15%)
25% discount on docks and university techs (from 33%)
fishing ships discount 10% from 15%
other bonuses stay the same
Pavise moved to imperial age, made a bit more expensive, and buffed to be +1/+2 to make italians archer really good in that armor niche, and also help condos
Silk Road moved to castle age, made a bit cheaper, and affecting all team members
Elite genoese upgrade slight buff (+1 MA? +5 HP?) or slight cost decrease, as it is basically a skum atm
I love Viets. But their team bonus actually isn’t very useful, since in team games thanks to trade u can always have gold, so it’s not so frequent to see imperial skirmisher for every team member.
Instead, the enemy TC location is formerly not a team bonus, so the Viets player see the enemy TC locations, but the allies not. So You have to flag every location to allies.
I think that switching these 2 bonuses won’t nerf Viets at all.
Besides thie, imperial skirm is a lackluster teambonus because you need to pay for the upgrade. Other “shared units” teambonus doesnt have this problem. Condotiero and base genitour are available for everyone if they want to use them. Genitour are a trash unit but can be good because higher speed. Condotiero is good if you havent upgraded your militia.
Imperial skirm requiree elite skirm in first place …
The thing is that, with the shared LOS, you dont need to switch both bonused anymore because their team can see what they see.
Which is nice because in was sick of pinging enemy position several times per match.
Nobody train trash units when you have access to trade and infinite gold, the same goes for the genitour. Only the condo make sense as a shared unit, as their stats and the fact that is a replacement for the champion makes so that its actually useful.
If only its a buff for your allies, as they can directly see the enemy TCs, without relying on flaring the position, which is something that depends on the player rather than the civ…