Dutch might be very scary now

I haven’t tried that card yet. Does the Akan has no build limit or pop cost currently?

I personally don’t like the use of population for native units very much. Not using population but having build limits should be the fine tradition and distinctive identity of this type of units. Ancien Regime, Prince-Electors, Bashkir Rebellion, Milyutin Reforms…, these cards ruin the classic.

Even these cards can’t be changed, I don’t want to see more cards like them. Make Belanda Hitem a variant of Askari having Akan dialogue, or just a normal alliance with Akan, no use of populaiton but having a built limit. (To the latter, there could be a restriction like providing only X% of original build limit or no free upgrade.) Otherwise, I can only continue to refuse to use cards that enable native units to use population.

I think there is some truth to the voices questioning the Dutch’s access to the musketeer-type units. In the past, they have been without musketeers as their most prominent identity for a long time, but recently they have acquired various musketeers one after another. It’s not that it can’t be so, but is it necessary to have so many? It would be nice if each type of musketeer had its own niche, like Highlanders for strategy A, Blue Guards for strategy B, Belanda Hitem for strategy C…

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Belanda Hitam (Indonesian; “Black Dutchmen”) was an Indonesian language term used to refer to Black soldiers recruited by the Dutch colonial empire for service in the Royal Netherlands East Indies Army (KNIL), the colonial army of the Dutch East Indies. The recruitment of Black soldiers into the KNIL resulted from a combination of factors, including the heavy losses suffered by Dutch forces in the Java War (Indonesian Revolution in the game) and concerns over the reliability of indigenous KNIL troops. Between 1831 and 1872, over 3,000 West Africans, mostly Akan people, were recruited from the Dutch Gold Coast for KNIL service in the East Indies.

Following the independence of Belgium in 1830, the Netherlands’ population was considerably diminished, making colonial combat losses more difficult to replace. Furthermore, the Dutch wanted the number of locally recruited soldiers in the East Indies Army to be limited to roughly half the total strength, to ensure the loyalty of native forces. It was also hoped that Akan soldiers would be more resistant to the tropical climate and tropical diseases of the Dutch East Indies than Dutch soldiers.

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I maxed out my legendary Akan on Dutch and only got 36 attack and 340 HP how are you able to get 42 attack and 400 HP?

unless I’m missing something they can’t naturally get that strong which means they are far weaker

there might be a bug on some maps where the guard upgrade goes missing (especially on unknown)

try it in the normal map pool

you are correct thank you I was testing it on unkown a few times all times it failed to give me guard upgrade till I went to a normal map!

Oh here we go. People are gonna bring up historical examples to justify this or talk about balance to say it’s unjustified. the civ that has already been struggling to keep up with the rest of DE got a strong late game option that is in line with all of the other dozens of strong late game options many other civs have.

Here is a suggestion. Instead of people running to the forums to ask the developers to cater the game to them you can maybe try playing the strategy part of the real time strategy game and use those big history brains to figure out how to counter them first. Then maybe later on things get tweaked for balance (don’t start with oh if this was tested blah blah).

Yeah, 3 musket options locked behind cards and cost. What a shock.

See them as a whole:

  • INF coin to food trade

  • Coin to wood trade

  • 35 c/s no idle villagers

  • 40 extra pop

  • Envoys can build military stuff

  • Highlanders (that only cost coin) at barracks

  • Imperial War Wagons as soon as revolt.

  • Akans as trainable no pop army

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They cost pop, if they didnt it would beyond busted


Plenty of counter arguments to each of these points. Bottom text! Sad!

Seems fine to me, hard to really mass them in 1v1 and late game you only have 3 embassies so should be ok in treaty.

Why do people keep assuming they won’t fix this? It’s an obvious oversight. There’s not another minor tribe unit in the game that doesn’t have it’s own pop cap based on the number of villages you’re aligned with. They’ll fix it in the next patch for certain. It’ll be 12 or 14 max (whatever it is) + whatever you get if you want to send the extra card on top of that per trade post with the card counting as 1 trade post. This also means it’s a two-card cost to do this unit conversion vs 1 for the addition of Blue Guards or the merc conversion.

And again, it’s no different from a Blue Guard unless you’re already at the 200 pop cap. That’s when the minor tribe units actually become an advantage. It’s not just maintaining the economy to produce the Akans, it’s the economy to max out the rest of your population as well before you ever see the actual bonus. Dutch gets 60 villagers + their passives to fill out 140 pop before those Akans factor in. With the limit of 3 embassies to spawn them + whatever their train time, I just don’t see this as unbalanced.

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Cause its not, its how for example the Hausa Akan unlock shipment works. Its also how the Russian Bashkir shipment works

They become unlocked, they cost pop and have no build limit.

Thats the way to the current one works and from past changes its very much something they are experimenting with for some civ to allow native units. The problem is that if this was some other unit it might have been fine but the akan is a different story

Then they go on the standard 200 pop cap and there’s no problem. If it’s a full alliance card like the German Prinz-Electors, they still have their own independent population caps. Ally with the Hanover and you can only build 3 drummers. This will work the same. They’re not going to leave it broken. I assure you that.