Imperial mercs age up, perfectly balanced. They get 4-5 imperial upgrades for free for already strong units, without spending on veteran or guard upgrades. In top of that, all they need is to focus on gold. A superhard resource to get⊠(meanwhile native scouts (spies) cost wood LOL)
Basically Cavalry will beat them since all hand cav has good range resistance, dragoons and cav archers hard counter them.
Also Pikemen and Heavy infantry will do pretty good, but musks are slow and will get blown to bits.
Oh you said imperial ageâŠWell still matters but Mercs arenât as good as standard units in imperial age since they cost twice as much for roughly the same stats and theyâre basically the old Hakapelits (before they were changed into goonsâŠbad move).
Since it really depends on your civs strength but a general rule is cavalry, or Pikemen if you can get imperial pikemen. Small numbers of musks are too vulnerable but army sizes get big in imperial age.
Iâm surprised to see Fusiliers in most units, because the Highlander is so much cooler. And what did it do well?
Many players quit in 3v3 matches when the Dutch make a fast imperial and go full highlander. A common problem. That is, before the imperial era they are quite balanced.
The best solution would be giving everyone a 25/25% âImperialâ merc upgrade at the Tavern/monastery and replace the age up with something else. Sweden could get an additional 25/25 for Jaegers.
Maybe civs get an additional 25/25 for their âunique versionâ if the civ has one from the Unique Church, but very few merc units should get full imperial imo.
Fuselers are very bad. Due to the fact that with worse characteristics they cost 100 coins more than a Highlander. The ability to kill cavalry by shooting is not that strong for a 2 pop unit. No one will fight musketeers with dragoons or hussars. It will probably be skirmishers.
But if you remove this option, mercenaries will lose to any regular unit in the imperial age and people will simply stop playing them.
Good idea.
Are they so weak? I havenât tried them, but I know for sure that they are stronger than fire throwers.
In a head-to-head, Fusiliers preform poorly vs things like Highlanders or equal pop of standard infantry, but they have slightly higher damage and much more speed. Since almost only cavalry can keep up, you get to choose your engagements in most cases. Differently a situational unit that can be quite good or quite bad depending on context.
That is basically his point. I canât say I disagree, my suggestion is in the same vain only slightly less extreme.
Jaegers will basically lose to 2 Skirmishers as is. The purpose of my suggested stems from the fact that Jaegers replace Skirmishers for Sweden. Sweden is kinda built around having a weaker Skirmisher, but it doesnât need a further -25% attack and hp imo. They do have Leather Cannons, but those donât perfectly fill that role as they donât counter Light cavalry.
In principle, a good suggestion, but what to do with the speed of training mercenaries in the tavern. Itâs good when you play for the Russians or Italy. Maltaâs training speed increases by 80%, but I could not cover the required number of cannoniers with just one tavern. On the other hand, the British have no problem getting into the mass of harquebusiers from one tavern. The Dutch get a cost debuff on all non-mercenaries. All this will have to be redone.