Like the idea of overcharging health, but think there would need to be a limit to it.
Players would research loom first, and the first house would be built by the time that finishes. Suspect the end result is that the player can theoretically play with 0 TC idle time (or at least close to it) on Arabia - a strong buff, though actually doing so might be tricky unless the map starts with straggler fish or has a sheep/llama/animal under the TC.
I think losing plate armor would be a bit much: -15% population space on infantry wouldn’t make up for losing either free infantry armor or plate armor (and certainly not both). With all these changes, you could add gambesons and champions and the civ would still be overall nerfed (less timing advantage due to needing to research more techs, weaker imperial age due to weaker infantry).
Yeah, probably, but if they’re changing it anyways adding a 85% (or whatever) overcharge limit would be relatively easy. And again, it’s only 5 health per unit lost, maximum, and if there’s enough units lost for it to get theoretically get that strong several of them will be overlapping in their death boost, thus reducing the actual amount healed.
Yeah, that’s what I was thinking it would do, but I think it would be strongest to the players that need it most.
Perhaps -25%? Also, if infantry actually get buffed into the castle age meta we don’t want the bonus being too strong. But that’s details, it’s all about the idea, and the free armor is not really the thing Malay should get.
A lot of the opposition to the bonus I’ve been hearing is that there isn’t a disadvantage with it. With this malus there would be that disadvantage: “You have a really strong eco but you’re on a timer.”
My point is that those kind of stats means about nothing when balance changes must be made with the top players in mind.
Balance changes are not made for the lower level players for which a small change does not change a thing or close to it, but for top 1% of players for which it matters most, and rightfully so. So using this stats as an excuse to get buffs or nerfs is a bit misleading imho, because no one would ever think bulgarians are stronger then georgians and need nerfs while georgians need buffs…
But why make things more complicated? Simply reducing the bonus from 5% to 4% will be enough.
They don’t actually have a particularly powerful Imperial Age. It’s just that their economy is strong enough to let them do everything at the right time.
No, that team bonus should simply be treated as a civ bonus. It synergizes too well with how TG works. We’re forgetting why it was nerfed.
If I remember correctly, the current construction time for the second TC in Feudal Age was calculated by TheMax. Maybe it could be extended further, although there’s the issue that it might not be worth it.
I think it’s simply unbalanced in every way
You’re not the first to say that the Georgians shouldn’t have that regenerative ability; certainly not in the Feudal Age. But the developers have always refused to remove it.
It’s called “human nature.” Everyone has the potential to be this way, but most people don’t indulge it. But that’s a topic for a different discussion.
Teutons already have Scouts in the early game, but they lack access to Light Cavalry later on. This leaves them without a cheap, mobile unit for map control and relic play in mid and late game.
What if they got:
Light Cavalry
Bloodlines
Full Blacksmith upgrades
BUT no Husbandry and no Hussar
This would give them a durable but slow Light Cav:
useful for utility (relics, map presence)
still weak at raiding due to low speed
Would this help fix their mid/late-game weakness without making them too strong?
Or is access to Light Cavalry itself already too much?
It might be enough to make it balanced, but it wouldn’t change people’s opinions of it.
The main reason, I think, that it is unbalanced is it’s just so powerful. It’s basically 100% faster economy growth in feudal age plus a powerful defensive structure. The reward for using it is so strong that the risk or cost has to be just as game deciding. But if it was only half a TC it wouldn’t have to be so all-or-nothing.
I think they’re fine but maybe they are being played wrong. They are meant to be a slow, steamroll civ built around their 40% cheaper farms and their long-range castles.