DLC - Other than new civs, what new features/content would you like to see added?

That is what I stated. Keep the Monastery and let the civs could access their religious warriors in this religious building.

Not a fan at all.
Armed Villagers are literally not mercenaries. Maybe just outlaws at most.
Most importantly, there are Irregulars and Sentries representing armed villagers perfectly. You can just reskin them if you really want to see some units using kamayari and so on.
Just give them the Inn as a simple and clear Outlaws/Mercenaries building.

Forgot to add to add:

Revolutions

For the British - change Haitians Revolution options to Pirate Republic

Home City: Nassau

  • Differences between Haiti and Pirate Republic:
    • Remove Privateers, Letters of Marque & Brethren of the Coast card (we’re talking pirates not the contracted sort).
    • Settlers turn into Freebooters
    • Any already existing Factories turn into additional markets.
    • Remove any Haitian links (Pickets, Maroons, Vodou Ceremonies, etc)
    • Docks: Can build Rowboats (renamed to Piragua, reskinned to a more basic cedar wood texture along with Pirates manning it) and Sloops (renamed to Bermuda Sloops with ability - Smoker which turns the Sloop into a Fireship)
    • Explorer turns into a Benjamin Hornigold (one of the self-appointed leaders of the republic) - represened in-game by a Pirate Captain (reskin of Corsair Captain).
    • Replaces Barracks & Stables with Tentcamp Towns - reskinned Surgeon’s Tents which are weak, hold 10 pop and can train Pressed Men (similar to Insurgentes except holding Half-Pikes and more Seaman-looking), Pirates (Unchanged. Essentially their cav), Ship’s Marksmen (reskinned Corsair Marksmen) Freebooters - pirate sailor-musketeers (anti-cav multi at range) and Boarders (pirate-skinned Grenadiers)
    • Can also train Surgeons (‘Ship’s Surgeons’)
    • Arsenal can only train Light Cannon (Pirate crew instead of Natives) and Mortars.

  • Shipment examples:
    Queen Anne’s Revenge - Ships a 1 Battleship with an additional Pirate Captain, Ship’s Surgeon as well as outlaws.
    The Flying Gang - Ships an additional Pirate Captain (taking the name from a pool of Flying Gang members such as Edward Teach, Henry Jennings, Charles Vane, Olivier Levasseur etc.
    Sea Robbers - Pirate Republic infantry/Shock infantry gain Coin as well as experience from unit deaths. Destroyed buildings also give Coin.
    Smuggling Networks - Markets (now Black Markets) will generate a random crates of Wood & Food every xxx seconds. Pirates can gather from crates.
    Vagabonds & Opportunists - Allows Settlers/Fishing Vessels to be trained.
    Self-funded Arms - Freebooters gain a Grenade throw cooldown ability. Pirates gain a charged Pistol Shot ability
    The Pirate Round - Taverns increase in build limit. Allows you to train ‘Mercenary’ versions of Pirates called Roundsmen - veteran pirates (who’ve pillaged the Indian Ocean and back) who are far tougher.

Alternatively for the British, you could give them Jamaican Maroons, with Nanny Town as HC and the Explorer changing to Queen Nanny!

For the French
Haitian changes
• Remove all mention of Buccaneers/Pirates (aside from Privateer ships) - this wasn’t part of the Haitian revolution idendity (Buccaneers make a good Native site/ally though, especially with those techs).
Lakou - either Haciendas become available to build or some kind of aura ability for Houses close together to generate resources.
Haitian Infantry - Gives musketeer-line unit. Haitian Infantry act as fairly fast musketers who can Stealth near trees.

7 Likes

@UpmostRook9474 When the Chinese, Japanese and the Indians hopefully gets updated in the future, do you think it would be a good idea to redesign the [Meteor Hammer] unit so that they will be armed with a Bian (Hard Whip) instead for example?

You may already know about this weapon, but it seems that it was used during the Qing dynasty and it was apparently used by a certain elite force known as the Jian Rui Ying.

It doesn’t seem to be a 1:1 functional equivalent since the weapon is more like a truncheon than a whip. So having 4 range might be a stretch.

But Meteor Hammers are complete fantasy for a cavalry weapon so Jianruiying would be thematically a way better unit.

At most Meteor Hammers should be an infantry unit from a Taoist holy site.

A major characteristic of the current Meteor Hammers is the range. They are supposed to be anti-artillery units, and the range allows them to hit the cannons without a need to get too close. The Bian should not have such a range since it usually has a length like a sword. It is a kind of rod or mace, not a kind of chain whip, and it works indeed like a typical stick blunt weapon.

If I have to make Meteor Hammers more accurate, simply make them become a shock melee infantry still using meteor hammers could be nice. That weapon basically almost impossible to be used on horseback, so being shock infantry could allow them to keep the range reasonably.

Very unfamous and seldom known.
The game has no need to focus on it actually.
Also, it is not suitable to be a name of unit. The names of Chinese unit all are not reference to a specific army, but this thing was a battalion.

I think I was unclear in my previous post but when I meant “redesign”, the idea that I had in mind would be to remove the melee range of this cavalry unit when they get the bian instead.

It does sound like a reasonable idea. Making the [Meteor Hammer] into a shock infantry unit, while the Chinese could get another cavalry unit instead.

Why?

Obviously the infantry MH just play the same role and keep the same position of the current cavalry MH. The armies which train X cavalry MH could just be changed to train 2X infantry MH, if the infantry MH use 1 pop space.

I just thought that a cavalry unit armed with bian would be a nice addition to the Chinese civilisation. But now that I think about it they already have three heavy cavalry units currently, so it would probably be better to just remake the [Meteor Hammer] into a 1 pop shock infantry unit as you suggested.

Even this is a pretty big functional change. You need a big health pool to shrug off a few artillery shots before you close with cannons. Shock infantry don’t have that so fewer would actually get to cannons.

Meteor Hammers also are a pretty niche weapon that don’t make a lot of sense for a banner army. They’d be better as an auxiliary unit like a native or home city shipment unit (like Urumis).

To replace them and retain the same function you’d probably have to go with something like a very long lance for a weapon. Xiāoqíyíng are probably the most generic thing you could name them.

If you want to go with a unit that functions differently you probably have to look at reworking the whole banner army so that the units still have complementary roles.

I’d like to see a whole map screenshot feature.
The ludicrous zoom should be finished too.
More maps to be added like Central American region

I even tried suggesting more Central American maps (mainly so Zapotecs and Mayas could be removed from South American ones) but no new American maps were added between the release of KotM and VIvidly leaving FE.

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I guess Scottish’s Jacobites alternative To be like the French Revolution much in the same vein as the Britain civ’s Revolution of Devs Strive to do it Read an extra book name:The Scottish Jacobite Army 1745-46 for Osprey Publishing of history,But We need to wait for New dlc before we can appear here again

It’s all just a matter of statistics. You could have them have a higher multiplier against artillery, or simply have them have higher health but use 2 population spaces, or even more simply have the banner army train 3 of them instead of 2 for the same cost.

If we talk about niches, Flamethrowers is obviously the nichest, and even repeating crossbows are quite niche too since the armies had never officially equipped and regularly used them. They have been the standard unit of this civilization for over 15 years. Pursuing changes of weapons to make sense for a banner army probably already makes less meaning for the game at this point in time.

It would be fine if it is just like the Naginata Riders changed to use yari, because the difference would not be big, but the Meteor Hammers being completely replaced would lose the flavor seriously. You will only see just another cavalry using lance or bow to replace them. Well, not unacceptable, but cleary there are things in Asian civilization that more need to change than totally redesign the classic banner armies.

No. Xiaoqiying is literally just a battalion of cavalry. Just cavalry, not something special like using a special weapon or what.
You made the same mistake: using the name of a battalion as the name of an unit.
It’s like renaming the Rugulars to the 54th Massachusetts Volunteers.

But that’s just the exact same thing without the horse. If a change it made it should be more substantial than that.

Ideally China should have neither Song era flamethrowers nor cavalry with meteor hammers.

Exactly, that’s why it’s the most generic thing to call them.

Which has been done in many cases (Iron Troop, Black Brunswicker, etc). The Valiant Cavalry also is much more broad than a single unit.

If that bothers you so much, a name like “Chángqiāng Lancer” would work just as well.

Why not. The purpose of change is just in order to make the man using the meteor hammer not being on horseback. When the purpose is reached, then the any other additional change is not really needed, to be honest.

Persuade the devs that completely changing the old civ is profitable and still able to keep the civ full of exotic flavor for the entertainment effect.
Or you better have a time machine.

As I said, you change a very unique unit to just another cavalry using lances.
Btw, I don’t think the langth of a long Chinese spear, the “changqiang” you spelling, is enough for the range current Meteor Hammers having.

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Agree with most of them, not sure about pigs not that I’m against them it’s just that it would be wrong to implement livestock that certain civs can’t harvest.

I also think livestock should be more ‘user friendly’ easier to jump into and not require as many cards to maximize output. For example make cows breedable for Euro civs and USA without requiring the ranching card (with with Buffelo for Chinese). My suggestion would be make ranching a research option in the fortress age. It’s strange that the OG civs can’t get cows by default but Ethiopia, Hausa, India and Mexico do.
The ranching card can then be replaced with an ‘advanced livestock pen’ card.

Not necessarily, meteor hammers are still super obscure and not a military weapon. A more common weapon that serves a similar role and could be used by cavalry would be an even better solution.

This is probably the easier way. But in the very unlikely event that they’re going to rework Meteor Hammers, other units could be on the table.

It’s definitely pushing it to make it 4 range. However, the long ranged lancer units like Winged Hussars and Chinacos (with Caballeros) have a range of 3.75 so it really isn’t that far off from similar units. Even if it was only 3.75 or even a little bit less, its role would be mostly preserved.

But just a long spear is kind of boring. A trident could do the same thing and look more unique. Tiger forks seemed pretty common and it looks like cavalry using tridents is fairly typical.

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There are also variants like flying forks that could possibly justify it being a short range throwing weapon. Now they’re more of a performance thing, but apparently they were once a legitimate weapon.

But even if it doesn’t have 4 range or can be thrown, it could offset that with a directional lance charge attack.

2 Likes

I mean, I suggested to change MH from cavalry to shock infantry just in order to let the man dismounted.
A complete replacement on this unt is not my purpose from the beginning.
I do not pursue that and I am fine with keeping it.

You talk like it is just similar to Naginata Riders changed to use yari.
Naginata changed to use yari is okay since there is not so different, but here it is Meteor Hammer.
You still are completely changing meteor hammer such an unique weapon to a spear-like weapon which is relatively common.

I also object to the removal of Flamethrowers. Even though I know more about Chinese culture than many people on the forum, including you, I just don’t think the game deserve to lose the flavor and entertainment that these unique things bring. If you want to change, by the same strict standards, you may have to remove Chu Ko Nu and many other things too.

For me Haiti includes both, the Pirate Republic of Turtle Island and Haiti itself (republics, kingdoms and empires)…

Na, I don’t think they’ll add new maps of America until they add new American civs (postcolonial or native)…

Of course, in addition to the fact that the Chinese used flamethrowers until at least the Kaxinga rebellion in 1662…and the Chu Ko Nu continued to be used until the First Sino-Japanese War (1894-1895)…

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The Flibustiers and Buccaneers inhabited part of Saint-Domingue, the Western portion of Hispaniola before Haiti was its own country - they had nothing whatsoever to do with the Haiti revolution option which in-game is now positioned as the modern Haiti that revolted and became independent from France.

The French Flibustiers of Saint-Domingue generally settled (becoming farmers) or became Privateers for the French (privateers were used greatly by the French in the Americas due to not having the strength of British number - they were even used against the British and Haitians during their revolutionary wars). Others Buccaneers (mainly English and Dutch) ventured over to Port Royal, the other stronghold for the Brethren of the Coast. The Brethren of the Coast itself was a broad coalition of all Buccaneering types though when Buccaneering dried up (i.e. peace with Spain), Buccaneers either went ‘legit’ or true criminal pirate, using Nassau as their stronghold and pirate republic.

The current Haiti revolution is akin to the US revolution if they could train British units too.

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