Georgian tweaks suggestions

That is a solid eco bonus in early game.

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Here are some suggestions to make the Georgians more in line with my own concept:

  • A sheep bonus. This would help the early game, since the only eco bonus up to that point is a free Mule Cart, which is a lame, basically one-time bonus. It would reference the rural villages that have a tradition of sheep and cattle herding.

  • Svan Towers removes the +2 attack for towers, but instead halves the cost of them, making them much easier to spam. This, of course, fits thematically, given the Svaneti region is famous for many towers. This also avoids overlap with Yeomen.

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In theory, sure. In reality, I don’t believe that the designers of Georgians, Mayans or Chinese thought “I really want to give this civ a food penalty so it plays differently – what benefit can I give to balance it?” I also don’t believe many people think “I’m excited to play Georgians because they start with -50 food”, although apparently you do. Without the food penalty, they’d still have an abnormal start because of the mule cart – and that, to me, is the interesting part, not force dropping off food.

One thing that I find particularly annoying about the Georgians’ food penalty that it works against the flavour of the free mule cart bonus. A free mule cart should mean you’re free to go and collect resources away from your town centre earlier than usual, but in practice Georgians end up doing that later than other civs, because they have to put more villagers on food under the town centre. I don’t see how taking early huntables would help, because the extra walking time is time spent not collecting food at a time when food collection is more critical than it ever is for almost every other civ.

So 20 food and 80 wood? (Although personally I’d probably have the mule cart simply cost 100 wood, 0 food.)

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Would 50w be too little? I dont think this unit needs a full cost loss like a Mayan vill

The question is, how long does it take to make up the difference? You collect huntables about 33% faster, after all, which means even if you lose 10 seconds walking, you’ll earn that all back in 30 seconds and then be ahead.

The big issue with taking huntables at a distance with a normal civ, after all, is that you have to walk EVERY time. But with a Mule Cart, that isn’t the case. Say you take your starting three villagers and go for a boar immediately? Boar aren’t far away, maybe a 10 second walk, so by the time your second villager is coming out, you’ll have recouped the difference. Force-drop just one or two villagers once, and after that, your villagers will handle the rest on their own, since it only takes 5 villagers on hunt to keep up. Once you have 5 villagers there, you can task new villagers to straggler trees until you have 3-4, and then swap them to your sheep about as your boar is running out.

Meanwhile, the hunter villagers can go straight to gold or wood.

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I mean, personally I think no penalty at all would be fine so
 no.

This actually sounds much better than I expected, so I will give your suggestion a try. Not sure I rate my chances of taking down a boar with just three villagers though!

I actually would go in the opposite direction: Giving Towers resistance against anti-building attacks.
This way Georgians could use their swan towers as an alternative to the monaspa spam to win games.

The issue with techs that make stuff cheaper is that you need to get the tech before executing the strat which leads to “button” - like effects similar to the szlachta privileges. Techs that upgrade stuff feel way smoother to use cause even when you don’t get to the upgrade you still have that base stuff. Whilst when you built up to use that button but for some reason can’t you’re completely dead
And that’s esepceially noticable for towers as gerogians as you need addtioinial other upgrades for these towers to make them usable and often don’t get like bodkin arrow. So imagine you make all the tower techs and then don’t get your castle up in time for the swan towers tech. That would be totally devastating.

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If you lose villager number due to idol TC, it will be way bigger disadvantage.

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