Germans should be separated into Austrians and Prussians

about the german musket… there is a mod, that enables you to train muskets and i tried it to get a sense of how much it changes your gameplay. spoiler: a lot
the once coin heavy german industry is gone and musket + free uhlan is quite strong in age 2

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If the devs decide to make a european dlc then I think its definitely a viable option to make a second civ here and rename the current one.

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The current German civ is like 90% Austrian. They’d just have to rename the handful of Prussian references and then they could make a whole new Prussia civ.

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Considering that the Germans do not have access to socket bayonet technology and homecity cards to improve them, giving the musket + uhlan combo is inferior to the hussar + musket of other civs, especially japan with naginata + ashigarus

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Sure the combination is worse with maxed out stats, but at that point you would anyways switch to a skirm + X combination. I was talking about early age 2 action… just imagine pumping out musks after your 3 settlerwaggon shipment and also recieving a handfull of free uhlans to counter early skirms or bows.

(Germany would get socket bayonet, if you would give them musks tbh)

Think backwards, without muskets the Germans can be easily defeated by anyone who makes a musket rush + units with good siege attack, for example a Japanese combining ashigaru + samurai, or British with muskets + grenadiers.

thing is factions that rely on that tactic dont have skirmishers, in japans case they dont even have useable artillery. also germany has an amazing economy.

because they dont have musketeers, the tech isnt useful without them.

Spanish, Portuguese and French have good artillery, and too have skirms, and can at age II do this hussar + musket strategy

They can through their cards and the tavern have access to mercenary units of the Musketeer type, because of that I think they should have this technology even in their current state without being able to train the regular Musketeer.

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obraz

Austria-Hungary

Home City

  • Capital - Vienna
  • Personality - Maria Theresa von Habsburg

Units (only the default - not counting the ones available when selecting the k.u.k. Kronland)

Barracks

  • Halberdier
  • Crossbowman
  • Musketeer (Royal Guard - Kaiserliche Musketeer)

Sample Unique Unit available to trainable in Barrack after selecting the appropriate k.u.k. Kronland as Age Up:

  • Hajduk - weak archer but cheap. They would use axe in hand-to-hand combat.
  • Pandurs - weak and cheap ranged heavy gunpowder infantry. They would use Yatagan in hand-to-hand combat. This unit would be the equivalent of the Ottoman Unique Unit - Janissary (but weaker)
  • Windbüchse Jäger - Austrian elite ranged gunpowder infantry with unmatched rate of fire and long range, with the ability to fire even concealed. It would be a unit similar to the Mercenary Unit - Jaeger (similar situation to Doppelsoldner and Landsknecht).

Stable

  • Uhlan
  • Dragoon (Royal Guard - k.u.k. Dragoner)

Sample Unique Unit available to trainable in Stable after selecting the appropriate k.u.k. Kronland as Age Up:

  • War Wagon
  • Hungarian Hussars (improved Hussar unique to Austro-Hungary civ)

Artillery Foundry

  • Culverin
  • Falconet
  • Petard
  • Mortar
  • Horse Artillery

Sample Unique Unit available to trainable in Artillery Foundry after selecting the appropriate k.u.k. Kronland as Age Up:

  • Hungarian Grenadier (improved Grenadier unique to Austro-Hungary civ)

Unique Features

  • Grenzer - Austria-Hungary civ have a unique counterpart to Militiaman. He loses HP, but only to 75% HP. They train in groups of 5. They can also be summoned in the Outpost and in the Fort (up to two times per building).

  • Unique Age up mechanic: k.u.k. Kronland (modeled on unique Age Up mechanics for African civs - Alliance. Choosing one of the Kronland affects Units, Mechanics and Home City Cards for Austria-Hungary civ). An example of the Kronland jackpot to choose from during Age Up:

  1. k.u.k. Kronland Austria - Windbüchse Jäger & Mercenaries
  2. k.u.k. Kronland Bohemia and Moravia - War Wagon & Arsenal
  3. k.u.k. Kronland Hungary - Military
  4. k.u.k. Kronland Wallachia and Transylvania - Economy
  5. k.u.k. Kronland Croatia and Slavonia - Pandurs & Trade
  6. k.u.k. Kronland Serbia - Hajduk & Navy
  7. k.u.k. Kronland Galicia and Lodomeria - Economy
  8. k.u.k. Kronland Bosnia - Mosque & Mercenaries
  • Hofrat is a Austria-Hungary civ hero. Can train Rottweiler (dog). Settlers are more effective around him.
  • They have a new unique building Festung (connection of the Barrack with the Stable. Unlike Fort and Blockhouse, it doesn’t defend. It has more than 2700 HP, but requires 450 wood and the construction time is 45 seconds).

obraz

Prussians

Home City

  • Capital - Berlin (present now at Germans civ)
  • Personality - Frederick the Great (present now at Germans civ)

Units (only the default - not counting the ones available when selecting the Provinzen)

Barracks

  • Pikeman
  • Landwehr - weak infantry armed with muskets. Uses bayonet in hand-to-hand combat (Royal Guard)
  • Teutonic Swordsman - Archaic swordsman with a two-handed sword. Based on Boneguard Swordsman from the campaign. Can be upgraded to Teutonic Musketeer (also based on the campaign unit - Boneguard Musketeer).

Sample Unique Unit available to trainable in Barrack after selecting the appropriate Provinzen as Age Up:

  • Silesian Schuetzen - Elite rifle-armed troops. They shoot from a long distance and deal massive damage at the cost of a very low rate of fire and training limit (only 10 such units at the same time).
  • Prussian Needle Gunner

Stable

  • Uhlan (Royal Guard - Totenkopf)
  • Dragoon

Sample Unique Unit available to trainable in Stable after selecting the appropriate Provinzen as Age Up:

  • Teutonic Knight - Archaic heavy cavalry armed with a lance. Modeled on the Knights of the Order (Teutonic Knights and the Livonian Order). This unit would be the equivalent of the Elmeti.

Artillery Foundry

  • Grenadier
  • Culverin
  • Falconet
  • Mortar
  • Horse Artillery

Sample Unique Unit available to trainable in Artillery Foundry after selecting the appropriate Provinzen as Age Up:

  • Howitzer - large ranged artillery

Unique Features

  • Offizier is a Prussian civ hero. It has a Big Button “Prussian Discipline”. This ability increases the rate of fire and durability of ranged infantry units. He can build Forts
  • Unique Age up mechanic: Provinzen (modeled on unique Age Up mechanics for African civs - Alliance. Choosing one of the Provinzen affects Units, Mechanics and Home City Cards for Prussians civ). An example of the Provinzen jackpot to choose from during Age Up:
  1. Provinz Brandenburg - Trade & Economy
  2. Provinz Niederschlesien - Silesian Schuetzen & Mercenaries
  3. Provinz Oberschlesien - Grube & Arsenal
  4. Provinz Ostpreußen - Teutonic Knight & Economy
  5. Provinz Pommern - Economy & Navy
  6. Provinz Posen - Howitzer & Economy
  7. Provinz Westpreußen - Trade & Navy
  8. United Deutschland - Military & Navy (Units from the period of the German Empire - Pickelhaube and armored ships)
  • They have a unique Outpost - Grenzposten in which can train Landwehr
  • They have a new unique building Grube (This Building is being built on a mine. Increases the mine’s capacity by 75%) In this building, you can train Miners (a unit present in the campaign but with Silesian Miner skin), who obtain coins from mines and from Grube more efficiently. Following the example of Mountain Monastery (a unique civ Ethiopian building), it would generate Coins or XP. This building would have improvements such as: increasing the Coin abundance in Grube and increasing the number of trainable Miners. This building would contain a distinctive Headframe. It would be available after choosing Provinz Oberschlesien during Age Up.

Germans

I propose renaming the Germans civ to Holy Roman Empire (such a name should not shock anyone after adding United States civ). This Civ is the best in representing all the small states that make up the HRE, which were very important in the history of Europe and also very rich.

Changelog for this civ:

  • Renaming from the Germans to the Holy Roman Empire
  • Home City change from Berlin to Frankfurt, Aachen, Nuremberg or Prague
  • Change of ruler from Frederick the Great to Charles of Luxembourg
  • The Uhlan with the addition of Poles, Austrians and Prussia would cease to be a Unique Unit but simply a Central European replacement for the Hussar default unit. So HRE civ will keep any bonuses and Cards associated with that unit
  • The new UU for the HRE civ would be the Saxon Infantry and Trebuchet - available to trainable after selecting the appropriate HRE State as Age Up
  • Unique Age up mechanic: HRE State (modeled on unique Age Up mechanics for African civs - Alliance. Choosing one of the HRE State affects Units, Mechanics and Home City Cards for Prussians civ). An example of the HRE State jackpot to choose from during Age Up:
  1. Austria & Switzerland
  2. Bavaria & Swabia
  3. Bohemia & Silesia
  4. Brandenburg & Pomerania
  5. Hanza & Westphalia
  6. Hesse & Thuringia
  7. Low Countries & Burgundy
  8. Saxony & Lusatia
  • Doppelsoldner and Skirmisher - Royal Guard
  • Relocation of some Home City Cards to Prussia and Austria-Hungary civs. They would be replaced with others - similar
  • Updating the descriptions of this civ

creo que habia escrito un post de como haria a prusia y austria hace tiempo pero ya ni me acuerdo xd

the problem i have with these from a design POV is that a lot of them do pretty much exactly the same.

like for example:

what is the point of Hajduk and Pandurs? you already got better or at least equal versions available as musketeers and crossbows, the windgun dudes are probably the only real choice you’d make in 90% of the games.

like you just wont care about the 2 other units because you practically already got them.

as for prussia im not sure giving them a swordsman fits the faction at all, prussia is famous for its line infantry, not its skirmishers, cavalry or esp melee infantry.

“needlegunner” should just be a default unit as a sort of low ranged skirmisher a kind to state militia but perhaps with a good rate of fire and higher price.

i also feel like howitzer might be better fitted as a factory unit? just IMO.

this is way too much for a rework, sure it would be fun but its never going to happen.

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As interesting as some of the feedback given here maybe, I’m strongly against changing one of the most beloved civs in the game and splitting it into two or renaming it for that matter. Wish they were separated from the beginning, but it is what it is. Making drastic changes to a 16-year-old game is unnecessary.

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In the definitive version, significant and numerous changes have been made to the classic version and over time they do not impress anyone anymore. In the old days, game DLCs could change the core gameplay dramatically (TWC, TAD to AoE 3 affected the civs from the base game), so it is mindless to say that improving the core content in a 16-year-old game is destroying the game. The devs changed the content they thought was inappropriate and that’s it, so it’s not a bad thing to improve the old civs. European civs are the most common in the game and the most poor in content compared to the rest (especially new civs from America and Africa).

If there were a huge European DLC adding a new kind of European civs (non-colonial powers) then the changes would only apply to Germans civ (potentially also Ottoman civs), which would be updated for free.

If European civs are not made more attractive then after a few future non-European new DLCs, we will have content-rich, unique and interesting non-European civs and forgotten, poor and similarly unfortunate European civs.

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Lakota etc. were changed because their depiction offended people, no one is seriously offended by the portrayal of the Germans in the game.

that is the difference, factions get rework either because they are generally disliked by the playerbase or because they are offending people, germans do neither.

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And what’s the problem with improving old civs because of their sloppy feel? It can also be said that this civ offends the Germans for presenting them as an archaic civ despite the creation of a modern empire such as the German Empire. Besides, this civ is a freak who not only pretends to represent all the Germans (HRE and its states, Austro-Hungary, Prussia and the German Empire), but also pretends to represent the Czech crown (War Wagoon), the Hungarian crown (the Hungarian and Romanian Revolutions) and even Polish–Lithuanian Commonwealth (Winged Hussars).

Germans civ is simply the strangest and worst umbrella in the entire Age of Empires series. Central European juggernaut.

Pandurs and Hajduk make the same sense as any other new unit for this game. The Austro-Hungarian civ can have cheap but weak infantry and great cavalry to make up for the weakness of the infantry.

If you mean Pandurs and Hajduk from the revolution, these are just renamed units available in the Tavern - they even have the same unit models. It is not unique in any way, and not in the least bit cool.

It must be remembered that Prussia was founded by the secularization of the Teutonic Order in 1525. Such units would be a reference to the heritage of Prussia.

That could also be the case.

the point is YOU ALREADY FURFILL THE ROLE, like the units make no sense they have no point.

but Prussia is famous for what happened in the 1700s, not 1520s. a faction does not need to show every periode, it only needs to show the famous aspects.

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But it can also have some flavors. The Teutonic Swordsman could replace the default Pikeman.