China doesn't need a full rework - an alternative

Good faith agreement almost never worth it. They only apply to techs which is one time use. The only tech that is not one time is brit cons, and that one is mainly discounted on spy and healer, which are situational units. The only more useful unit petard specifically doesn’t have such a big discount.

To make GFA worth it you need to cycle through multiple consulate relations and do most of their techs, in 1v1 game it is just too late for those things to payback. It,is better value to just ship 700 wood or 1000 wood etc…

Those are great points and I don’t think I have major disagreements (maybe on the 700w one vs GFA with French Consulate but it is debatable; Japan also has access to very nice techs).

On the Brits consulate that is exactly what I mean, there should be a way to access a significant discount or to produce waay more passive export (Age I 1 export /s card maybe) in order to afford in a consistent manner the banner armies, which is why you ally with them in the first place. The techs are situational as you say.

And that’s another great point. There are already shipments that give you the spike you need in 1v1, like 300 export and Intervention. What we don’t have is a way to CONSISTENTLY create Consulate armies in the long run. This specially hurts in team games for me, I think “man I wish I could somehow invest more on export and create more musk/dragoons/culvs but I can’t”; it is very frustrating because the units are right there, but are way too expensive considering your gather rate.

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Imma be honest - my most played civ is China, by a mile.

In supremacy, I never build the consulate. No point. China’s units are enough.

In FFA, I don’t build it until I have enough export to buy the Russia buildings off the top.

In treaty, I build it age 4, buy the Germany + Russian upgrades, then leave it on France.

China’s army doesn’t need consulate units. I know from playing India and watching high level India players that they don’t particularly need it either.

Just remove it, integrate some of those buildings into the civs as their own creation instead of as European exports, and find the Asian civs a new “gimmick”

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The nerve to constantly ask developers to basically create Lakota from scratch the way you want it to look, and adding things like mercenaries to them, while at the same time asking to remove whole mechanics to an entire group of civilizations…

The fact that you don’t play using the consulate, doesn’t mean that everybody has to play exactly the same as you do. The same is true for Malta and their ‘‘order’’ cards, Dutch and their mercenary strats, any outlaw strat, or even USA and their immigrant cards. Variety of playstyle is at the heart of this game and what makes it different from any other AoE.

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I am Lakota. It’s not unreasonable of me to ask the devs to make the Lakota actually look like my culture rather than stereotypes found in children’s propagandized history picture books. I would play them more if they were actually based on the Lakota.

That’s not the point. The point is that the Consulate units don’t bring anything to these civs. The cards the Asian civs can send are deliberately created so these civs can’t improve or interact with the Consulate units - All they are is shipping in units, nothing else. It’s far more cost-effective to upgrade and use your own units than it is to focus on using Consulate units that you can’t interact with on a meaningful level.

Dutch and their merc strats exist because the Dutch can uniquely spam coin and push for hefty merc upgrades. Outlaw strats exist for a similar reason. USA’s immigrant cards are pushed to help specific aspects of the US.

The Asian civs can’t meaningfully use the Consulate units beyond “Here’s a shipment of units.” They can’t focus on any specific Consulate ally to improve that ally’s units, they don’t get interesting tech benefits from using a specific Consulate ally, their cards are specifically designed to be unable to improve units outside their own militaries. They lack upgrades to generic unit classes and instead opt for upgrading specific units at a time, which makes their militaries inflexible and using Consulate units rather pointless, other than the fact that they have export, so they might as well use it.

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Leave on french consulate is not as good as German, if you are constantly making army. German gives the best benefit in long term.

Since you are lakota you asking for lakota rework, I am Chinese so i want to see chinese rework. But no i dont think conaulate is useless or need to be removed. They provide useful boost to asian civs, like musketeer,
heavy cannons, culverin or factory for china, things that china cant obtain otherwise.

I also dont want to see too much use of consulate, because the civs will feel like european ones, having too much euro units and not their own. So current state is fine, consulate being the nice little additional thing.

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The problem is they designed China to not have any of these things and then slapped on the Consulate as a bandaid solution. There’s no reason China can’t have it’s own native alternative for most of these units. Elements like the Cherry Orchards, Mango Groves, and Consulate with zero tie in to other civ elements scream of last minute additions to fix a lack of balance.

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Same reason Dutch and German dont get musketeers or British halberdiers.

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Ese no es el punto. La cuestión es que las unidades del Consulado no aportan nada a estas civilizaciones . Las tarjetas que pueden enviar las civilizaciones asiáticas se crean deliberadamente para que estas civilizaciones no puedan mejorar ni interactuar con las unidades del Consulado. Todo lo que se envían son unidades, nada más. Es mucho más rentable actualizar y usar sus propias unidades que concentrarse en usar unidades del Consulado con las que no puede interactuar en un nivel significativo.

China tiene 3 cartas para mejorar el rendimiento de las unidades de artilleria y granaderos, esas cartas afectan positivamente a las tropas de ese tipo que puedes sacar en consulado, hace un tiempo mi estrategia principal era acompañar mi rush con granaderos franceces y la carta de intervencion me daba 5, en edad 2 estos granaderos tienen 2 cartas una para vida y otra para daño y esa es una hermosa ventaja por sobre otros granaderos de otras civis, si quieron los recursos extra de francia en juego temprano me pido la carta de acuerdos de buena fe y eso abarata considerablemente esos cajones. pienso que si son necesarios para china actualmente por que si se enfrenta a un spam muy grande de infanteria pesada su pikero qian y changao no tienen daño ni vida no para ganar, si no tan siquiera para darle tiempo a los arcabuceros. el lanzallamas por su corto alcance resulta vulnerable a enemigos que se le arcerquen principalmente caballeria o simplemente un focus a distancia. y son muy caros como para perderlos en juego temprano. el envio de cañon falconete y cazacas rojas es una alternativa de anti infanteria de daño duro en area. (el lanzallamas chino solo tiene 1 de area de salpicadura) piensen que japon tiene sus propias flechas incendiarias que hacem la labor de culebrina y cañon anti infanteria. si no van a mejorar la interacion con exportacion lo minimo es que mejoren el rendimiento de las unidades chinas que ocupan esos roles. y aun entonces seria injusto por que las nuevas civis como mexico tienen mecanicas con haciendas, cartas extra mayor a 25, usa tiene inmigrantes, malta y su capacidad de reclutar mediante cartas unidades de otros paises europeos, etiopia y hausa tienen la influencia y su mecanica con vacas, entonces las nuevas civis son mas versatiles y sus opciones mas flexibles. a china no le dejan otra que ir FF. el juego para china es menos versatil… ¿acutalmente se sienten seguros de raideos de caballeria con sus keshik de 12 de rango? pero a la fecha precente le dieron cosas interesantes y exclusivas de china a otras civis, hausa tiene invasores similares al estepario, o los huzares calavera de hanover con un primer ataque cargado alta velocidad de aproximacion, que vas a hacer con tus keshik al respecto ? antes el mortero chino era exclusivo en atacar edificios y a otras unidades especialmente artilleria, pero desde que todos los otros morteros pueden atacar unidaes,en que queda de especial el mortero su valor de 1 de poblacion, pero no podras afrontar la defensa de un maltes con bombardas fijas en tratado.

Speaking of this, there is an interesting Manchu army flag army in the official database, consisting of one Manchu soldier and two Iron Armies

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Omg that would be amazing! I just hope that they can tech to Imperial, otherwise you can only make them in a single Age and then their value plummets

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It’s a completely different animal. Hausa not having any heavy infantry is the same (but more extreme) approach as Dutch and Germans not having musks. India (largely based on the Mughals) not having any real artillery (the depiction of Siege Elephants is essentially fictional) is not at all comparable. That would be like France not having their own native cavalry and having to cover that lack by shipping Polish, Dutch, and Italian troops from its sister republics. And doing so with a slow trickle of some arbitrary resource like “Revolutionary Fervor”.

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Please just give china two different baracks, there is not really a good reason to have infantry and cav units to be build in the castle. I think anyway that this “one army camp” thing should be a thing that only the African civs have.

What I mean with the Barack split is —>
one barack for all 4 age II Banner armies, available at Age II
one barack for all 4 age III Banner armies, available at age III

It shows China’s (or Qing Dynasty’s) industrial revolution under western influence, which is true in history. Late Qing Dynasty built a lot of western style factories and artilleries, guns, on top of traditional Chinese artilleries. So there was a mixed army which is accurately reflected in the game. The only thing I dislike is the forced combination of different units into banners, which is not what the historical banners in Qing Dynasty were, at all.