House of Lancaster suggested changes for the DEVS

After seeing the previews in last few days, I think the devs has done a great job at creating new variant civ that seem very fun to play, but it’s also quite obvious that fixes will be needed.

The Problem

In the case of House Lancaster, it seems like they just looked at income per minute, and cost to get there and said “well that’s on par with other civ so it’s good”, but have forgotten so many important core mechanics that make a good RTS game like:
-Needing to go out on the map to gain resources
-Resource depletion after a time.
-Balancing your population (between army and resources)
-The ability to raid your opponent’s base.

Manors literally break all those rules. They are not interactive, hard to destroy, give infinite of ALL 3 resources, without any pop cost… So yeah, they may be on par with other things in the game if you just look at it from a math perspective, but that’s why math isn’t everything when designing and balancing a civ. People like to compare to Malian, but cow ranch just replace farms (minus the pop) so they still need to go out on the map for gold and wood (pit mine are spread out on the map so easy to destroy). Food is the easiest resource to gain late game so having passive food isn’t as big of an issue.

The other major problem is: Yeoman, their ability is basically as strong as a mangonel, but on the one of the fastest archer unit in the game, and without any warning for your opponent. Mangonel are super strong yes, but they have a major weakness: they are slow, so if taken out of position, they will get destroyed, also they have that very unique sound that everyone recognize by now warning you of a shot and letting you avoid it. A very frequent reflex when encountering a mangonel is to just run away from it, giving you the time to adjust.

Now, why did the yeoman archer needed to be the ranged unit with the fastest move speed in the game? How do you run away from them? They literally run faster than your own archer, so if you see them, it’s already too late? You can’t run back and must lose your whole army. Because they will run after you and catch up and use the ability. It’s crazy broken. Also they don’t cost gold.

Suggestions for HoL

-Manor design should be short term passive income but they should not translate into the best economy in late game (because they don’t deplete resources) and they shouldn’t give HoL so much population space for their army (because you can make 30-40 less villagers).
-For this reason I think manors should cost population (2 or 3 pop each), and they should also remove the tech that allow manor to produce gold (let HoL have at least 1 resource they need to find on the map)

-This would make manor the same strength when just built, but would make them much weaker in late imperial. Which is the goal IMO. I they don’t want to remove the gold tech, they will need to reduce the amount of manor you can build, or just remove wood income totally, or reduce all resources they produce but that would affect early game which is a bad idea i think.
-Manors should have way less HP as well, they shouldn’t go over 1000 hp with the landmark boost).
-Yeoman movement speed need to be put back to normal archer speed or even longbow move speed. You cannot have BOTH a AoE ability and the best move speed, otherwise you can’t avoid it.
-There needs to be a bit of delay between the shoot and the hit (maybe visually the arrow just go higher above ground), and the other player needs to see a circle or other visual cue of where the arrows will land. Game needs to be interactive.

Those fixes should improve the game by a lot. Especially the move speed reduction and removing either gold or wood from manor (they need a resources that they must find on map). Those two are so important to fix.

Suggestions for Templars

The Templars seems to be a lot lot better. But they seem to be a bit broken on water maps. I’m really hoping they are going to put back the lumbercamp for templars. I just don’t like that mechanic thematically it’s weird (teleportation in middles ages?) and that would just solve their strength on water. I think they could keep the food from tree bonus and the free lumber camp tech, but without resources teleportation. That’s the only big fix I’m asking, for now.

Curious to know what people think of those suggestions.

3 Likes

Here Is how I see it:

Manors should not produce wood. This will make massing yeoman more difficult.

Mannors should garrison sheep and for each sheep they should produce 15 food per minute with a max of 4 sheep. They would also have the ability to purchase extra sheep for 50 gold each and 30 seconds which is immidiatelly garrisoned and can not be ungarrisoned except when the manor is destroyed. Once manor has 4 sheep can not produce more the option becomed unavilable.
Scuttage should generate 25% gold from the total food generation of the manor.
So at max one manor should generate 60 food and 15 gold per minute. That is 540 food and 145 gold total if my math is right.

That seems resonable amount but in the earlly to mid game it is still powerfull, so maybe the number of manors you can build needs to be locked with agining up just like other tech. In feudal you get 3 castle 3 more and imperial the final 3.

As for the population that could be considered this civ’s advantage. Having same eco with 10 to 15 vils less and bigger army will be its strenghts but also make the units with less health so they die easilly, making the player work on their micro more because they dont need to pay more attention to their economy.
I also agree with making the yeoman same speed with other archers at least they should trade evenly.

This would probably be op still so wyngard palace should be nerfed too. Not so much at resourcess cost but time to produce units. If they want to replenish their forces quicklly they should build militarry buildings just like other civs would.

4 Likes

Templars have a lot of aoe3 mechs and malian-like unit uniqueness. Plus as a knight civ it’s really easy to play and be aggressive. Great work devs.

Will likely be my favor European civ!

2 Likes

Templars too op too but atleast you need to keep the pilgrims alive .Once the pilgrims is safe there is no limit to gold you can get and you get it fast.Also they have lots of strong techs amazingly op civ but atleast you have chance to stop them unlike lancaster.

3 Likes

I’m very pleased that so many of you guys have really nice and cool view of new civs and good ideas on improving their balance. On the other hand I am so salty about playing against Lancaster. When i see them in enemy team I’m almost ready to quit. Only option for me to win with that civ is to rush them in Feudal Age becouse if I wait to long (to Castle Age) im dead becouse of mass yaomen no matter what I try. So yeah good points guys.

Also why demilancer and knights gets bonus against armoured units.They are archer civ not cav civ.

Also when compared to military schools of Ottoman they start with 80 resource/min and it increase in castle age and with cizier point to 120 res/min.Hol manors gets 115 res/min from start and they can build 3 of them without any restrictions.Ottomans can build total 5 military schools Hol can build 9 and they can shoot.

3 Likes

A better comparison is to Malian pitmine and cows ranches.

In terms of pitmine, one full pitmine provides 35 pop space and 108 gpm and cost a total of 375 wood and 140s of build time. Pitmine has 1600 HP and houses have standard HP.

The manors not only OUT PRODUCE a fully surrounded pitmine, but it builds faster, has static defenses and does NOT have similar restrictions in terms of build limits per age???

While the 3 down sides to this building is it’s low HP, longer build time than a standard house and it requires stone; players are quickly learning to place all the manors somewhere extremely safe behind TCs and castles.

Edit.
The more I learn about this civ the more it appears they took all our suggestions for improving Malian and gave it to a new civ. While I’m jealous, this is absolutely the best approach to testing and tweaking mech on a large scale.

(Let’s be honest, unless they started Malian on a complete rework, there are ton of ppl that have their minds made up about that civ and will likely never touch it again no matter what. )

3 Likes

I have a suggestion, but not about mansions, but about Billman technology.


BILLMAN technology “takes away Bills from spearmen, which is CONTRADICTORY” (Possible BUG)


Hey, for 9 seasons, many of us have been wondering if the Spearman designs in Imperial Age all used a Bill. Is that correct? And we’ve always asked for new designs for each civ, as originally planned. Am I right?

Now, this design was based on the base English spearman design, which apparently started using Bills as their favorite polearm since the Hundred Years’ War, let’s say its Post-Imperial version. Due to a bug, civ-specific versions, such as the Chinese Ji or the French Poleaxe, aren’t displayed except when charging.

However, now it turns out that when they want to re-represent the English Billman, they do so with a technology that REMOVES their signature Bill in favor of a single-pointed spear.

This is VERY SERIOUS.

The technology contradicts what it does.

I don’t think the technology is being implemented well, because visually it doesn’t make sense, so I assume it’s a bug, and if not, I say it again, it’s not right.

I would suggest that Billmen give spearmen a Bill in both Regular (I) and Hardened (II) versions, but not take it away as is currently the case.

2 Likes

They also give levies too.Best way to compare it is looking Ottomans because its nearly the same thing.

1 Like

The levies already offset the cost of the manor, each manor is worth 1) 1 demilancer 2) 1 yeoman 3) 1 demilancer, 1 yeoman, 1 Earl’s guard. The value is less each time, because of the incremental price increase of the levy, but that’s all in addition to the 3 vil value each minute.

There may have been an oversight in their calculations. It’s pretty alarming that this is the release state of the faction.

Edit:
The ottoman military school comparison is apt because they are limited in how many they can construct by age, and +1 from vizier. A very simple fix would be making the +manor limit upgrade an age specific thing (castle lvl 1, imp lvl 2). Malian pitmines are also this way.

At least then it would have parity with similar civ features.

2 Likes

I wrote it in the wrong post.Also Europa Universalis devs share everything they made why not our devs are sharing it?It wont effect the sales guys dont worry.

1 Like

Levies need to removed and this is not a cav civ why their cavs get bonus vs armour and charge damage?