Seems like the Saracens and Sicilians have basically the same transport ship bonuses.
As expected, they are broken
i agree for burgondian but sicilian is absolutely trash tier and ye for the double bonus shared by saracen and sicilian on transport ship its seems dev run out of idea, they should group all the bonus for transport ship in one bonus and give him to saracen or sicilian and find another bonus for the civ who dont recieve transport ship bonus,its make more sense to give the ship bonus on sicilian actually
Apparently the armor of the Coustillier were the inspiration for the armor of the soldiers of House Bolton in GoT, what a curious detail. The Burgundy Cross also became familiar to me.
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It was also a great way to add the Flemish spearman in AoE 2 and indirectly the Dutch Republic. The Burgundians were definitely an excellent addition to AoE 2.
Hopefully it can also be added in the near future (albeit indirectly) to the Swiss Pikemans.
PS: I’m sorry my dear Joan
I think the campaign screens in AoE2:DE look awesome, in general, and for some reason am okay with the more contemporary labels and icons on those screens. It’s a good balance and somewhat feels like the standard AoE experience to me, so it’s all good.
However, I hear what you’re saying, and there’s a chance that making the labels, fonts, and icons feel more rustic and less digital would probably help the immersion even more. A brief conversation about this happened over here, if curious to see or participate
And by labels, I assume you’re talking about these (see screenshots), and how the font doesn’t flow with the curvature of the tags; and how in the “Europa occidental” tag and the title at the top of screen they run completely off the tag?
Went to check out the Burgundians in Attila 4, (spoiler: they don’t use Coustillier), and yup, all 3 popped when I finished the scen.
I wonder if the devs have any way to roll those back…
That is because the Coustillier was a late Medieval Age cavalry unit (1400s), and would have not existed in the early Burgundian tribes people in the time of Attila (400s AD). That is a thousand year’s difference, my friend.
Not only that, but balance reasons, having the Burgundian player in the 4th Attila mission create Coustilliers would probably upset the gameplay of that mission.
Still no Greek dialogue for Byzantines? Very disappointing.
Yep 2 civilizations per DLC will exceed 3 slots.
Civilization 6 game has 50 factions so we have hope
Excuse me? The civ literally gets both a unique unit and a unique building in feudal age and all its units are protected against their counters, what more can you ask for 11 Also I don’t see why they can have a bonus for transport ships, it’s still different enough from the Saracen one.
Well they didn’t correct Aztec voicelines in AoE3 despite redoing Lakota/Haudenosaunee ones, ig this isn’t in their plans.
And both unique unit or tower is bad actually the unique unit is basiclly a super man at arm but in this archer meta its just get rekt even with the “defensive bonus” you cant notice the difference the tower cost so much stone and the stats are not super good i prefer 100x to have the standard tower actually if you get tower rushed in feudal you have 0 counter the amount of stone for cover your base is way too much the unit from this tower get rekt by archer so you have nothing. The team bonus is useless in land map,really bad stable,no last archer armor. Exept in some team game, They have just nothing for them
WTF? You are aware archers die to towers right? And serjeants can build just that. And sure donjons are more expensive (I mean that’s basic decency lol) but since you only need villagers to build the first one it means you don’t waste villager time like in a normal tower rush.
Useless bonus on land map is fine, other civs have that as well, and of course they can’t have a good tech tree, all their units are half protected against their counters. Their cavaliers will be like mini cataphracts, I can’t see how it’s bad.
On paper its seems good but i think you dont test these unit right ? if you test you gonna know what i mean by you dont even notice the defensive bonus,try each unit against theyr counter you see almost 0 difference
And you still get hard countered by archer because its too expensive to make lot of dunjon so you cant cover these unit properly. 200 Stone is rly hard to get in feudal once you finich your first one you cover one spot and that’s it rest of your base is naked. And for 125 stone more you gain only 300 hp the rest is same stats as classical tower so its rly bad
0 difference? I couldn’t play yet but a friend streamed the game for me, he could easily snipe monks since the enemy’s spears wouldn’t kill his scout in time.
And donjons don’t work as a building to spam in your base… just like watch towers don’t either Just make skirmishers instead, and you can say bye bye to your archer problem.
These achievements cannot be reversed, but it must be recognized that AoE had the courtesy to send an official message regarding the matter.
We gonna see when the winrate of each civ actualise, but i’m pretty sure they gonna be behind portugese and koreans if they stay in this state.
For playing them myself , and seeing pro player on stream like Jordan trying sicilian. We all have the same opinion on this civ absolutely useless and there not point picking them instead any another one.
Bad tech tree bad UU no eco bonus (winning few wood on each farm is just a bad eco bonus) bad stable, lacking some important upgrade. They have nothing for them who make people want playing them instead of any other civ its just a meme civ like portugese on land map
its not just a few wood, if what the tech tree says is true they get double the bonus for each farm upgrade.
horsecollar provides farms with 150 food, so researching it before dropping your first farms means those farms give 325 food, which is 5.4 food per wood spent, or an increase of over 25% over generic horsecollar farms. thats a massive improvement in efficiency. you could in theory use less villagers on wood, allowing you to shift your eco as you see fit.
which important upgrade? hussar and paladin? paladin doesn’t see much 1v1 use and their cavalry take 50% less bonus damage (so 16 less damage). this means that a fully upgraded halb is doing 10+16 damage for 26 total damage a strike. after armor they do 23 damage to a light cavalry, and 21 damage to a cavalier. that means it takes 4 hits for a halb to kill one of their light cavalry (as opposed to 3 hits to kill a fully upgraded hussar) or 7 hits to kill a cavalier (as opposed to 5 to kill a a paladin)
Are you for real? Their eco bonus sounds like a better version of the Frank free farm upgrades. Even if donjon+sergeant spam turns out to be not as strong as previouslt thought it’s still the only UU that doesn’t even need castle age to be produced. That’s huge. And you underestimate their arbs and cavalier, if Aztec arbs are viable trust me Sicilian ones will be too since they are strictly better. Same for cavalier, generic cavalier is good, cavalier that takes half damage from anti-cav will be a pain to deal with for camel and pikeman civs.
Also I call it now they will be good on water too. Their ships will take so much less bonus damage from other ships and fortifications they pretty much have bulkier boats than Portuguese. And good luck preventing those guys from landing 11
Well i hope you right,because i’m really fan of Mediterranean civ,and was really happy to see sicilian coming but rly disapointed after seeing lot of pro getting crushed doing nothing by some unknow player when they playing siiclian. When it was absolutely not the case when they trying the burgondian for exemple
they are experimenting. and i would hardly hold Jordan up as some huge name pro because frankly he’s having a hard time even qualifying for tournaments lately.
furthermore as i said before, that damage negation is a huge bonus. their light cavalry hold up to halbs better then hussars do (4 vs 3), and their cavaliers hold up to them better then paladins do (7 hits vs 5).
camels? i don’t think camels even counter Sicilian cavalry cost effectively.
a camel rider does 5 bonus damage (assuming they round up and give the camel the benefit of the doubt), meaning with upgrades they do 6+2+5 total damage, and after armor, a total of 9 damage a swing to a knight. whereas the knight is doing 10+2 total damage, and after armor, 10 damage back.
the knight beats the camel.
the heavy camel rider does 9 bonus damage, so after upgrades its 7+4+9 for a total of 20 damage, or 15 after armor to a cavalier and take 13 damage back. so yeah i guess heavy camel riders beat cavaliers, but just barely.