Hauds Houses Homecitycard

Did anyone ever use this card? (excluding trolling your friends here)

I played with it as a kid, but even against AI it felt completely useless

Maybe add a cooldown ability for houses to spawn a bunch of native warriors (the minutemen) from it? …like USA does with its outposts
Or spawn one native warrior/healer/pet wolf/ smth smth next to each longhouse when u send the card?

2 Likes

DATA:

The card gives longhouses 10 ranged damage every 3 seconds with 12 range, that’s half the damage of a tomahawk and a 3rd of a war hut.

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For 14 houses total, it’s like getting 7 tomahawks that have high HP but can’t move, but that’s late in the game, early on, when you only have 3 longhouses tops, it’s like getting 1,5 tomahawks for the shipment lol.

I used it before when learning to play, it was a funny turtle card, it can be improved with the “town ceremony”, “High chief”, and “Improved buildings” cards, but as it is, it’s not a competitive card.


Balance?

To make it more viable they could simply give it the same attack, range, and multipliers as an elite forest prowler :man_shrugging:
That’s 19 attack with 20 range btw…

  • By age 2, you’d get equal to 3 stationary prowlers with high health, and with that range, they’d actually be able to hit some units without having to wait until they are directly below (It’d still be lower attack and range than a war hut).

  • By age 4, that’s equal to 1610 resources for granting 14 prowlers inside the longhouses (That’s around most age 4 card values, instead of the current 665 resources of worth it has currently in age 4).

Currently, houses don’t shadow tech, but maybe they could? as always, experimenting is necessary, not sure if it would destroy the meta by my choices, maybe just leave it at elite forest prowler stats.

Also, it’d be a bit more fun in having to micro the houses to only fire at heavy infantry and war huts to only fire at cavalry (To use the multipliers to your advantage).

Or this hahah, also a nice though.
It’d be the same as the chinese age 2 “village defense” card.

imagen

(I’d also buff that card a bit though lol)


The forgotten cards:

I feel like there a LOT of cards that were added to the game since the original just because they were a fun idea (and they are), but were never re-balanced for the competitive side, at all, not even now.

They can be used for fun gimmicky variation in easy skirmish matches or with friends as ye said, but I’d love it if there were no trash cards like every civ has, that every card can had a purpose and achieved it…

Not everything needs to be OP, but what is the purpose of adding such cards to the game if they are not used at all?

Like…

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3 Likes

Surgeons are extremely good and cows are also way better than sheep + more livestock at the same time
I’d somewhat agree on the Manor heal tho

Wow, totally forgot about this one xD explains why my idea sounded somewhat familiar in my head^^
Yeah… that card should also get buffed

I really like the idea of those weird gimmicky cards, and i certainly dont aim for making them meta, but they are just too weak …even for casual games ^^’

2 Likes

imagen

Not saying that surgeons aren’t good, I’m saying that the age 1 card doesn’t even send the surgeons, it just unlocks and lightly upgrades them (That’s worth what? 100 extra gold per surgeon you create? if you create any that is).

You are WAY better off sending 4 surgeons in age 2 (900 gold worth), or even better, sending 700 coin and buying just the 1 priest needed to heal your units and your allies (Healing units is already a controversial topic by itself, as not everyone uses it, me excluded; same goes for live-stock, except for African civs…).


Off the top of my head, I’d “season” the card with a pinch of…

imagen

+ “… and churches spawn a surgeon every 115 seconds.”

The same train speed as a heavy cannon from an un-upgraded factory.
Economically, it’s a trickle of 2 coin, high trickle, BUT, only in surgeons, so not really OP, just handy (As cannon fodder lol).

There, is it more tempting to use? In turtle or raid strategies, it could be…

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Maybe I could give you a couple of longhouses to justify the shipment.

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That makes most sense. Let them spawn a small batch of Warriors. Maybe buff their heal and LoS a bit too

Card like these makes me wishes that they will serve more purpose if they just straight up as tech. Same with natural resource gathering card.

Tried once, not worth it. Better combined the card function with that community building combat ceremony since both card serve the same purpose of situational turtling

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If I was to boost War Houses card it would be allow you to quickly train Warriors from your Longhouses for a small cost of Food and Coin for each one trained and stops your Warriors from automatically losing Health when near your Longhouses.

Me gusta usar este envío para evitar enemigos dentro de mi zona, necesita alguna mejora para hacerla más viable. Quizá darle la opción de recolección de madera de los árboles cercanos, parecido a los torp de los suecos pero solo recolección de madera.