Flemish Revolution replacement

Shock Calvary adds charge damage equal to their regular damage to all cavalry to compensate they lose BlastFurnace and get Flemish Militia as a barracks unit starting in imperial.

Where did you read that burgundians lose blast furnace?
Edit: i think i misunderstood, losing blast furnace is part of your idea, right?

I didn’t I’m suggesting they lose it in exchange for a tech that give all calvary charge damage.

Yeah i already noticed, thanks for the quick reply

Wouldn’t that make Coustilliers redundant?

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No flemish revolution is a great technology. It should stay. It also should be balanced. But I feel like some hate it not because it may be unbalanced, but because of the concept itself. But the opponent can as well play Goth and flood ur base with regular infantry. Infantry flooding is fun.

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Losing blast furnace would also nerf their infantry. This tech is so significant that I don’t think it should be touched, the civ has to be built around that (byzantines : cheap counter units + cataphracts are strong enough on their own = focus on counter-units instead of brute force units). And even by adding charge damage equal to their base damage, in a long fight it would be a straight nerf, even the mighty paladin would need only 7 strikes to lose the gain of the charge attack.

As for the flemish revolution, it should instead of turning villagers into flemish militia, give them an interface button to become one, for a small price.

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Somewhat hussar would give only like 7-9 charge damage however Coustllier would get even more charge damage Paladin would give you up to 16 charge so they are the biggest beneficiary

No you can go to from 0 to 200 army instantly which is insane.

If necessary you can give Flemish Militia +1 or 2 attack but i see your point about it being an overall nerf maybe add an additional +2 might be necessary

HRE Mercenary - LC and Coustiler regenerate 15 HP/min.

Is there a reason why Light Calvary I don’t really see them as core of Burgundians Identity. Also I don’t see associate healing bonuses with Mercenaries. I’m focusing more on realism than gameplay but the bonus should reflect the benefits associated with hiring mercenaries rather than maintaining a professional army. Mercenaries should have a faster creation time or train in the stable and have a higher gold cost whether this is reflected in the upgrade cost or the individual units is a matter of balance.

I forgot to mention two things i forgot to mentions 1. They get Flemish militia for free while Halberdiers have to be research, I debated removing halbs from their tech tree but decided against it. 2. the time utility of Charge Damage even in sustain fights charge damage is still more important. If you have 30 Elite Coustillier vs 30 Halberdiers after initially charge 12 Halberdiers are already dead and incapable of contributing to the fight. Lets say you did the math and each Coustillier gets 5 hits on average so in theory if you removed the 25 Charge damage and gave them all +5 atk they should preform equally, well no because more Halberdiers are alive after the initial charge so you preform worse this effect is less pronounced against high HP units like paladins but shouldn’t be ignored.

No relation. Just something came to my mind.

Disclaimer - Not mine.

5 Likes

Wild idea thrown here: replace Flemish Revolution with the Gunpowder +25% damage bonus. As Burgundians are already very strong, they could research that bonus, instead of having it for free. And Flemish Militia would simply be available at the Barracks in Imp.

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Wilder Idea…DO NOT REPLACE IT!!!

Just modified.

Add a going back to the villagers’ tab, or make it just a temporary transformation.

I want my villagers back.

So make it cheaper, so my villagers can defend the town when necessary, but then go back to work.

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How about this Flemish revolution cost 3,00F and 200G you have to garrison an villager and for 5 seconds to 15G converted it to a Flemish militia 10-15 militia or you can train them directly for 50F 15G you could also re-garrison them in a TC to instantly convert them back to Villager and receive 10G. If this is underpowered give them back their old stats

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At first, I’m mostly a single-player, but enjoy watching pro gameplay.
my Problem with Flemish Revolution is that this Tech hide a Unit behind a tech which convert all Villagers and nuke the eco. I would like to play with this unit, but don’t wont to nuke my economy.

My Idea is to make the Tech double researchable.
if you research it the first time, Flemish Militia is available in Barracks, Cost 200 food 150 gold
maybe this will also get a second effect, like all Infantry will get +5 Hp.(doesn’t need get a second effect)

After this you can research Flemish Revolution a second time: to get the Current effekt" all Villager convert into Flemish Militia" cost +10 food per villager, +5 gold per villager

So we Have Tech which don’t nuke the eco and give access to the Flemish Militia and if you want you can still do the button. The Cost will be the same as in the PUP. Only the time when you get the full Revolution Change.

What do you think about my idea?