[Helping weak civs] some minor ideas for improvements

actually they’re often placed in forward positions so monks don’t have to walk too much. Often a case in Arena and I’ve seen games sealed when the monastery is destroyed since garrisoning them back needs monks that need 100 gold and minutes to train

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With 3 or more ghost relics I would pick turks. With one I would pick Byzantines. With 2 ghost relics I would pick turks over, say, celts or malians. But not over Malay or persians.

FU champion is very good in a trash war, but the investment is really big especially for turks that do not play earlier with infantry

Adding one Change

Militia Line
Base Speed raised to 1.0
Bonus damage to eagles also applies to scout cavalry line.
This can be easily done by applying https://ageofempires.fandom.com/wiki/Armor_class:_Eagle_Warrior to Scout Cavalry.
as an added benefit, most the infantry UU gets better against scouts, which i have no problem with seeing as most of them don’t see much use anyway and could use a little love.

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Just to ask… Why? Sounds interesting

The milita line struggles against scout line due to the introduction of bloodlines and Hussar (champ doesn’t beat Hussar as cleanly as it beats skirms and halbs). While it could be argued its by design since scout line is more expensive than the other two trash units, I think Longswords onwards should have a small bonus against scout line, +8 could be too much. Easy to invent scout armor class for champ line

I have never noticed the problem.

In Feudal, where maa matter, my feeling is that the fight is balanced. Maa are stronger in early stages, can be trained in dark age. Scouts have different advantages. Once you have bloodlines, probably maa are already gone.

If a maa destroys a scout, there is the risk that everyone opens maa. Currently I do not see a clear preference for scouts, it is very dependent on civs, maps and strategies.

Then militia line disappears. In imp we have introduced supply, so the problem is less relevant than in the past

I did say the bonus should apply from longswords onward and shouldn’t be as large as +8, probably like +3

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i agree with all of these changes, they sound moderated, with thought behind them, with perhaps the only change in possible additional "

scout armour" for higher level scouts (eagle armour renamed to scout armour) but still allowing the faster sword line to deal better with hussars

it wouldnt destroy scouts, it would just do slightly more than it does atm, scouts are still viable for their speed in traversing the map AND THE FACT THAT THEY DONT COST GOLD

a m@a would only do +2 more damage vs scouts, that doesnt turn it into a scout destroyer

and thus the addtional “scout armour” what about +5 for hussars? then ur doing 3 extra with a champ, 1 extra with a LS vs hussars, and for LC can be something like +3 scout armour?

on a side note, ive been wondering if maybe foot archers need a higher frame delay (numerous threads on people complaining about them) archers in real battles certainly didnt kite the enemy, and would help infantry deal with them better… especially with the terrible pathing

It makes them true trash killers.

Currently the swords line wrecks skirms and pikes hard.

But scout line can take half decent trades with them.

This changes that.

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Playing age of mythology, the trading mechanics came to my attention. For people not knowing, in AoM you can trade between your market and your TC, so trash is not an issue.

Is it possible to design (like reduced gold per trip) a civ bonus ensuring something similar? This could be a way to help turk lare game. Probably it fits perfectly with italian UT, but turks would benefit more…

Not sure if this bonus can be balanced