My prrsonal philosopht is that all overlaps need to pllay off slightly diferent and never be objectively better/worse than an existing bonus
When you know the low pick rate of the Burmese is the result of the civ bonus stealing issue, but canât prove it yet.
I really dont care
Overlap has been here since 1999 in some wat or another
Donât you know the Byzantines are a terrible civ because other civs have unit discounts too and because buildings can also get HP from Masonry and and andâŠ
Cheap technologies, you know how many civs have tech disvounts?
Do you think they sound like fun to play?
They were smart enough not to give Byzantines Masonry/Architecture.
Yes. But it works at all places not just a 9x9 area around Folwark. Or you can consider it similar to Wu eco bonus.
Very complicated.
They are an elephant civ without Bloodlines. Something like this was needed.
Is that so? I guess they can lose Heresy then. They already donât have faith btw.
Now Iâm thinking Armored elephant on Siamese is probably not historically justified. I guess I need to revisit this civ.
Its really not? Its less complex tham Folwarks
The effects of bloodlines are small foe eles and they already have better than generic eles rhanks to their blast damage bonus
Call me Crazy if I were an elephant civ and could pick between Bloodlines and Heresy Iâm gonna pick the conversion denial every time
Elephants are agnostic, thayts why they never get heresy
I donât think better than generic is a good enough to call Elephant civ when other 2 are Khmer and Bengalis. Anyway, Iâll revisit the civ whenever I can. Maybe today or tomorrow. The armored elephant is need to be removed.
Siamese Redesign
Elephant & Gunpowder Civilization
Team Bonus - Blacksmith and University provide +10 Pop Space.
Civilization Bonus
- Villagers can drop off at Market.
- Markets provide 20 food/min.
- Elite Battle Elephant upgrade is available in Castle Age and cost -50%.
- Elite Cannon Galleon tech is free.
UU
Elephant Hand Cannon
Cost - 70f/80g
Training Time - 25 seconds
Attack - 13, 16
ROF - 3.45
HP - 175, 200
Armor - 1/1
Armor Class - UU, Elephant, Cavalry, Archer (-4), Cavalry Archer, Gunpowder Unit
Range - 5
Accuracy - 70%, 80%
Speed - 0.95
LOS - 7
Unique Technologies
- Battle Elephant cost -50% gold. (500f/300g, 45 sec)
- Bullet projectiles (Hand Cannoneer and Elephant Hand Cannon) explode on target with 0.3 blast radius. (750f/500g, 45 sec)
Missing Techs and Units -
Barracks - Champion, Regional Units
Range - TR, HCA, PT
Stable - Bloodlines, SL, Camel, Paladin
Siege - HS, Regional units
Blacksmith - Plate Barding Armor
Monastery - Heresy, Faith, Illumination
University - Architecture, Keep, Arrowslits, Clincker Construction, Incendiary, SE
Dock - Carracks
Eco - Final wood and stone upgrade.
The idea of a elephant and gunpowder civ is interesting. The Thais are a good recognisable name as well.
Bonuses are decent and become effective late castle age.
ZERO early game bonuses is a big concern.
Definitely an interesting unit that combines the strength of both elephants and gunpowder units.
OP unit with no clear weakness except skirms. Castle drop into unique unit will end the game 200%. Next thing people will ask for Conqs buff to keep up with this unit.
Pierce armour has to be negative 4 to balance this unit.
The projectile burst damage is cool.
It makes the civ a one trick pony based to double down on BE and elephant cannons. However monks cannot counter this combo either. Itâll be like the current Dravidians black forest combo of elephant archers + BBC. And this civ also has BBC which makes it even more scary late game.
Quite a wide tech tree.
Lacks bonuses on meta units to carry the civ. Opponent likely to castle drop to end the game early. The civ will always be late to the next age.
I wish they make good elephant civs. Dravidians based on cholas should have playable stable and elephant units. Elephants as high dps, tanky units and light cav as map presence units in castle age. However their stable is a meme.
So shall we make the elephant archersâ unit even stronger? Whatâs more, itâs literally Ordo Cavalry, which I donât like at all.
I tried to expalin some issues like the lack any form ot Imperial boat upgrade means a naval civ this is not or itâs one on the strictest of timers.
The biggest issue otherwise is the hyper infantry âfocusâ is just brutal because a stronger infantry civ is gonna roll them because champions, especially on civs with a boost or say Huskarls who donât care about the lackluster slinger âcounterâ, just slaughter their armies cost and pop effectively. Other than champi and including them, most of the Chimu army here is allergic to sword type infantry especially because 2 of their units are shock troops.
Maybe the Champi construction workers are the biggest hyper offensive eco boost ever and if they can forward castle they might just be but if they donât do that well it feels super counterable
