At this point, I feel like 2 Docks like Chronicles would be better. Archery Range already looks weird if you play as Berbers or if they are your teammate. And now new Dock looks 10x worse.
If 5 column of UI can’t be changed ever, new place for rally point and ungarrison should be considered. Also, one thing no one is mentioning. Dock can train both eco and military units. But this game doesn’t allow different gather points for different units. This one was always an issue for Dock.
I think we need another building for ships.
I think DOCK and a SHIPYARD.
dock.
Dock should have the trade and fish aspect, shipyard all war oriented ships. Why whole water should be done in 1 building?
That is one of the most annoying things about water for me atm. You build a dock somewhere close to the enemy and suddenly all your trade cogs go there because it’s longer and they all run though enemy Castle fire or something.
I hope not – I don’t think any of those civs need reworks!
For me this is just as unintuitive as siege engineers not affecting cannon galleons was in the first place. If siege engineers is split, it would make more sense to me to split it between gunpowder and non-gunpowder siege weapons. But then Turks would end up with an even longer range on their bombard cannons.
Aren’t ships having their pierce armour lowered generally? So towers and castles will be more effective against them anyway.
Introduce Imperial Cannon Galleons as a replacement for Elite Cannon Galleons then. It’ll provide +1 range and +%20 anti-building bonus over Elite Cannon Galleons.
Either keep the two-page option and make it easier to access for new players, or just add an extra column. You could even include an option to toggle between the two in the settings.
I’ve always liked how villagers have two clear paths — one for eco buildings and one for military buildings. Why not do the same for the dock? One branch could be for eco ships like fishing ships, transport ships, trade cogs, fishing lines, and gillnets; the other for military ships and their upgrades.
I mean if they do that with an architecture set for Byz, Bulgarians, and the Caucasus civs i’d honestly be down. Not my top choice but new architecture would make it worth
I think dock can still produce eco ships and military ships but move warship upgrades to shipyards. Then players need shipyard to research all military upgrades. Shipyard cannot produce eco ships.
I think a lot of civs need reworks, mainly Celts and the African civs. Edit: I misread. You said “any of those civs”, I thought you meant civs in general. lmao
For Turks only? Seems fine although the name “Imperial Cannon Galleon” seems too generic for a unique unit. (But I don’t know enough about Ottoman ships to suggest an alternative.)
Yes, so there’s no reason to buff heated shot (and certainly no reason to nerf it). I suppose it could get a cost reduction. It’s a bit of a weird upgrade – why does it apply to towers that shoot arrows?
In hindsight, “need” is not really the right word here. I think Byzantines, Mongols and Turks are good civ designs and I wouldn’t personally want them to be changed significantly.
I don’t like Celts much personally but some players really love them, so again, I don’t think they should have a rework. Maybe just a cosmetic change of Woad Raider to Gallowglass or something (with Woad Raider available in the scenario editor).
In general, I don’t think past “reworks” have improved much if anything, so I’m not going to call for more reworks personally.
Love the effort to do something about water. Quick request would be to see if something can be done so that battles over small ponds (e.g. in Four Lakes) become more strategic. My fear is that instead of fire v fire, its just gonna be hulk vs hulk. This mirror strategy with repairs is a bit stale. Some ideas:
Make hulks very poor vs fishing ships. Maybe even make it such that hulks CANNOT attack fishing ships. You need to make hulks to win control, but another ship to kill the fish.
Make hulks very weak vs archers
Make hulks weak vs docks → So the defender may be able to garrison fishing ships, mass 3-4 galleys inside his dock, and then kill the hulks (assuming hulks are balanced to a point where galleys hard counter them)
Hope of that has been non-existant for me for awhile, but the unique castles and monasteries has given me a tiny bit of hope for that again. I’m not expectant by any means, but I have some hope.
Tie the upgrade of UU ships to the castle UU upgrades, so a upgrade button in the Dock isn’t needed.
Make the Elite Cannon Galleon upgrade require Heavy Warships, allowing it to share the same slot instead of needing its own.
Remove the Demolition Raft so that the Demolition Ship line is no longer accessible in the Feudal Age, and have the Heavy Demolition Ship upgrade provided by maybe Chemistry. (Inspired by @Skadidesu )
We only need at least two of the above three changes for the Dock to have enough space for a civ to ba able to have access to both of UU ships and Demolition Ships and to make sure Go Back to Work and Ungarrison can keep their own slot.
If we can implement all three, we could even move one tech line from the University back to the Dock.
It could be like:
Col.1
Col.2
Col.3
Col.4
Col.5
Fishing Ship
Transport Ship
Trade Cog
Fishing Lines / Gillnets
Gather Point
Galley line
Fire Ship line
Hulk Line
Demolition Ship line
Ungarrison
UU Ship
Cannon Galleon line
Medium Warships / Heavy Warships / Elite Cannon Galleon upgrade
Demolition Ship line upgrades (or empty slot)
Go back to work
These sound good.
I think a more logical counter relationship would be Hulk > Galley > Fire Ship > Hulk, which is the reverse of the upcoming one. Fire ships should be able to burn down approaching boarding ships, but they should be vulnerable to arrows coming from a distance, whether from galleys, soldiers, or buildings.
This is great! I like the idea of removing Demo individual upgrades and tying it to Medium/Heavy Warships. Demos have much less use as of the current rework.