Cumans just need to increase the Kipchaks training time to 25, but then affected by Steppe Husbandry.
Steppe Husbandry should affect Genitours as well.
Cumans just need to increase the Kipchaks training time to 25, but then affected by Steppe Husbandry.
Steppe Husbandry should affect Genitours as well.
It just saves a little wood.
You do know I am talking about siege Workshops and not siege Workshop units right?
In no way would it be op
The problem with Siege in feudal is too expensive and you donât have the good units to defend or protect your rams; i mean just imagine sending rams in feudal to kill a tc how will you protects the rams under the tc fire in feudal?! Scouts will die, archers will die, maa will die, and of course you will need tons of resources to make units to protect your rams
Then build the siege Workshop in feudal age forward while going up to Castle and with siege right when you hit castle age as cuman.
Making siege Workshops cheaper would allows a greater window for such a play.
Yeah this choice is already avilable in current play, so there is no difference except earning sometime for creat rams before hitting castle
There is a huge difference in my opinion. Currently you would need 275 wood to build a siege Workshop. Resources are tight in a fast castle. With a 50% discount here the build would go hopefully much more smoothly and allow fun strategy
Yeah if we are talking about a FC it will be really helpful, but the siege workshop cost 200 wood not 275 wood, so yeah making it cost 100 wood will be good for early siege aggression push
Iâd like that. This would make the Siege finally usable in feudal.
But also reduce the building time, I think the feudal siege workshop is also build much slower (?)
No, heavy reductin of the TC workrate (after the mai tc), this was the idea i refered too and just added the idea to spawn like 2-3 vills to offset the much reduced boom potential. The thoughts behind it are quite xomplicated: The extra TC in feudal woulnât bring you as much behind as now (1400 res) but the feudal boom wouldnât be as strong in the exchange. This would solve many problems the extra TC brings with it right now.
I just played around my idea and I have no idea how they implement TCs. TCs are the most complex structures in game.
The main TC we see is unit 109 but the builder actually builds unit 621 (I compared the build time). But the unit 621 is only available Castle Age onwards (except Cumans). But then how are we able to construct a Dark Age TC, say on Nomadic starts?
You do realise there is literally an entire base to destroy?
I mean even forcing vils to Idle to repair the rax theyâre using as a wall, while a ram batters it can have good returns.
Half price siegeworks not only means you can get an early ram, but also means in castle age youâre more able to put down 2 sworks to boost production rates
Although this doesnât really help them where theyâre weak in the early game.
I like that concept, a discount on siege workshops.
-It plays into the options the civ is supposed to have but are underutilized right now. You see a lot of Feudal TCâs with Cumans, but barely any Feudal rams.
-It plays into the civâs strength, helping with that early to mid castle age push that benefits most from the two TC boom.
-It helps with one of the civâs weaknesses as well, their dropoff in some respects towards the end of the game. Anything that helps make siege affordable is good for the late game.
-It ties into the civâs identity as "the guys with the early rams.
Itâs a small bonus, but it feels like a good small bonus.
As they lost the zero frame delay on their kipchaks, maybe bracer could be an option. So they wouldnât have to transition away from CA in imp, when they usually just start to shine at that time. Still early eco would be weak though.
Well their CA still run faster, so having to choose between mangudai level of micro or paladin would be stupid.
Magyars chose between paladin and the strongest HCA in the game. Thatâs not a big difference imo.
Yes but Magyars have a grand total of 0 eco bonus. While the Cuman one can one of the best in the right situation.
Its simple what Cumans need:
Siege buffs. They have siege workshop identity but it is rather weak. Replace their Siege Ram upgrade with Fortified Ram that would be stronger than Siege ram, maybe even give them scorpions with -1 range in feudal age.
But that is if I speak with logic, what I feel like when I play the game is that the 2nd TC of Cumans takes forever to build, I wish theyd partially revert the nerf (was 225s, now 270s) to 250s
Please try this. I have modified the Feudal TC. No other civilization or unit has been changed. Also I am not sure if AI will be able to locate this.
Side effects:
Intended effects:
I think this doesnât works as intendet.
The time until you can get up isnât reduced much by this change. But you get much less vils through the second TC
I also think the buildtime of the second tc was raised for a different reason: Feudal second TC drop.
Looking at the numbers, Cuman TC has nothing special.
TCs have 5 attack and 5 pierce armor in Dark Age, but each arrow also does 5 damage. This means there is some bonus damage going on.
In Feudal Age when TCs have 6 pierce armor, we will still see 5 damage because bonus damage isnât reduced by pierce armor.
To douche properly, both TCs need to be in range. Until the Cuman TC is built, it will only receive damage. So I donât think Cuman Douching is strong at all.
I would even try Byzantine Feudal douche since Byz actually have 2 relevant bonuses.
Itâs special because you can boom behind. And the double douche can stop any attempts of the oponent to age up, which is a common part of the counter tactic to âstandard doucheâ.
I havenât tried this, but I think if you arenât prepared for this it would easily kill you with the standard building time. Not that it would be op or unstoppable, but a Mechanic that was for sure not intended.
Thatâs I think why the building time was raised in the first place. But Iâm not sure. I remember there were some discussions about it when de started,