Cumans buff ideas

I think Huntables containing 30% more food is enogh but spawning huntables can create the same problems as the Tatars back when they had the free sheeps in feudal.

Tatars was overpowered bec it was more than 600 free food which lead to an build where you skip the mill, go up with 20 pop , finance 2 fu archery ranges, then build a mill and smoothly transition into a balanced eco. It was totally OP.

But my suggestion would hide 60 % of the total 500 free food behind a TC which needs 270 s to build. I don’t think it is comparable especially as you want to use that extra TC to make vills, not for the 300 free food. That’s not worth it to make an extra TC ^^

I thought about the deer idea, not for Cumans, but in general. The problem is that sheep can be yours, the deer always belongs to Gaia. We need to check that.

General:
Steppe Lancers gain an attack bonus of +4/+6 against villagers and trade units, gain +10 HP and cost 70 Food and 40 Gold (was 45 Gold before).

Civ Changes:
• Cumans can build additional TC in Feudal Age, but Cuman TCs except the first take 100 % longer to build
• New Unique Technology in Imperial Age: Kustanai (450 Gold / 400 Food): +5 Bonus damage vs. Archer units for Stable units.
• Elite-Skirmisher Upgrade free

Could lead to a unique “Feudal Boom into fast Imperial” style.

Lol is that a “I hate archers” civ

+5 vs archers is too much in general. I believe it can be +3 for all Cavalry and an additional +2 for Knight line.

New Idea:
Instead of building a whole TC, Cumans can build one single “Nomad Camp” from Feudal. Cost about 2/3 of a TC. (EG 150 W / 100 S or 275 W)
Nomad Camp - produces a villager every 75 seconds, that doesn’t cost any ressources. Production is halted the same way if pop capped as other unit production.

This would be easier to balance, as the vill production is much slower than a full tc and the indirect costs of vill production is omitted, allowing cumans to field some military even if they commit to the camp early. It’s also impossible to make a double TC douche with that camp, as it doesn’t provides any garrison capacity.

This is an instant no from me. No double douche is the deal breaker

Getting free villagers, even if slowly, is probs too good especially since other civs can’t get increased vill production at all. But a unique replacement to the TC could be good, I’m surprised they didn’t do that already with how commited they are to make unique buildings.

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Ofc it needs some kind of balancing. But as Cumans have basically no bonus to anything, no discount, no other eco bonus. This would be their only real bonus in the mid game.
With my proposal it would take cumans 6 minutes to pay off just the sheer res investments of the nomad camp (Building time not included). Whilst other civs would already have their eco bonusses coming in. So the cuman player would still sacrifice the feudal age for a better castle age eco, but not to that extend they would need to do right now.

I think it’s just a question of “how slowly”. If it takes like 2 minutes for each vill it is basically useless bec at the time you would sense the difference you already had access to TCs and probably better off in just skipping that building to have more flexibility for your gameplan.

Well other civs get free vills from the beginning, faster working TCs, cheaper vills, free eco upgrades, higher collection rates… I don’t think higher vill production is generally unbalanced. It’s just that a whole extra TC is just a complete mess in this regard, as it doubles the eco production with all it’s side effect. Ofc that is almost impossible to balance in a game where a civ gets from worst civ to about top 10 civ if you half the food cost of eco upgrades…
The game is so tightly balanced that this kind of changes can easily swap from completely OP because nobody can catch up ecowise to completely trash bec it occupies too much of your eco to execute and you get steamrolled before you have even the minimal chance of coming back.

But this can be omitted by making it an independent building. Then it’s easy to just adjust the creation time of vills from that building accordingly to find a balanced spot. And that’s the easier the more basic the concept of that building is. If these extra vills also cost food you would need to set up your eco accordingly, which causes soft factors to kick in and you don’t know if the feedback is because people just play it wrongly or the building is bad.