HRE - Uniqueness, mechanic and army rant. There is a lot of potential lying fallow

That does sound like it is a bug. But it would make this bonus kinda nice for water teamgames. Maybe it’s a bug that could be a feature?

Thank you very much. :slight_smile: And while I agree with everything you say, I must add that another problem or rather the core problem of the HRE is that it just is very one dimensional and historically inaccurate at that. They do need something that makes them appealing in regards of anything else but infantry. Most fittingly would be cavalry. I wish it was like this: Have a unique castle age unit that either replaces the knight or just is a unique upgrade for the knight making him a Ritterbruder or Knight of the Order, because the Teutonic Order needs to be resembled in this game and I probably won’t be able to accept anything else. -_- The focus here should lie in armor and longevity. That alone would make the archers of the HRE better without actually improving them as they would have a better front row. Infantry is the worst army segment (still useful ofc, but weaker than range and cav), especially in late game and gets countered by siege, range and to some extent also knights. The HRE needs something else to be viable and that can only be cavalry for castle age. And then move the Landsknecht to age IV and improve him accordingly as an anti cav, anti inf, unarmored, fast and yet somewhat sturdy (thanks to hp probably) elite infantry unit that is worth its 100 gold and also has a place in age IV meaning it won’t get easily hardcountered by archers as well.

I know, I know, another unique knight unit? That would be too much, right? Well… In my opinion it should not be the HRE’s problem if there are a lot of other knight focussed civs, as they are next to the French the heavy knight civ of Europe, especially if you include the Teutonic Order, which is a must if you want to have medieval Germany in the game. There’s no way around it. The unit or upgrade should only be available in age III, tho, because the civ’s focus should be plate. That means MAA and knights. That should be the focus together with Religion while having a baseline set of archers and crossbows. The Landsknecht would then be the change of paradigm in fighting heavily armored units and he would thus find its place in the lategame probably as an eloborate anti cav infantry. This would give this civ an identity that would be somewhat in line with its historical background. We cannot expect a complete overhaul at this point, I am afraid. So doing it like this would give the HRE a place in the game and everybody would know what they are about:

  • fix prelate military use/fix inpsiration

  • fix civ clunkiness in regards of mechanics (eco and military)

  • add a unique knight upgrade that focusses on armor in age III (+2 armor, +10 hp, expensive and in monastery) → civ focus here: Plate meaning MAA and knights with prelates and baseline archer/siege support

  • Religion needs to stand out more. Rus (military) and Delhi (in general) feel better in that regard. HRE needs some perks here (looking at your suggestions @SungBugle881527 :))

  • move Landsknecht to age IV, make him anti cav, anti inf (in the sense of not weak against inf but viable), unarmored, fast and yet somewhat sturdy

  • add a Hand Cannoneer upgrade making them Landsknechts with arquebuses. Give them a bit more dmg or 10 more hp or make them a bit faster or whatever, just make them useful and kinda special.

This is not too much effort and it would make this civ much more unique. It also wouldn’t copy the french as their castle age focus is knights and crossbows (heavy armor and heavy armor counter, which is actually the best composition for this age). The HRE would be unique at being focussed around heavy plate melee in age III. In age IV, however, you would notice the change of paradigm meaning that the Landsknecht replaces the heavily armored front row soldier as the core of the army by being its counterpart that excels in fighting knights (mostly cav) and later on also uses gunpowder weapons. Together with a working inspiration mechanic you would have a strong melee focussed civ that would grow in power the more gold you put into it: knights, MAA, Landsknechts, hand cannoneers, prelates, siege.

For castle age the only change would be: No Landsknecht, but +2 armor/10 hp knights.
For imperial age the only change would be: A useful Landsknecht that maybe also has a hand cannoneer upgrade.

The rest is bug and mechanics fixing. That’s actually it. And the numbers could always change. If +2 armor would be too much, it could be reduced to +1 armor and +15 hp or +1 dmg, +1 armor, +10 hp or something like that. The goal is that it is strong but not overpowered. It’s more about civ personality than anything.

The HRE would have mediocre trash and baseline archers thus being very gold reliant. The power would literally come with a price, because everything that is good costs a lot of gold.

I could live with that. I mean, I would have done a lot of stuff completely different when designing the civ, but taking the HRE as they are right now, these would be changes that go in the direction I can live with and are actually very possible and easy to realize. The HRE would feel more in line and would have set counters: in age III anti heavy armor and range, in age IV mostly range and siege. You could preemptively build crossbows vs the HRE in castle age knowing that that’s where they have their strengths and the HRE could then go ahead and counter that with baseline horsemen until the investment of gold becomes viable. There would be possibilities and most importantly: Religion, tech and units would synergize while the Landsknecht would be free of his inaccurate role as an auxiliary wimp.

Infantry is not useless in the literal sense. It has its uses, more so in castle age but even in late game and especially the HRE MAA. The thing just is that it’s the only real HRE strength and at that rather weak in age IV. It will always be viable to build infantry in age IV. But the other things are simply better and you get more value out of them. This is why I want to extent the HRE focus to plate in general and thus to knights (because it makes sense and rounds them up) and make the Landsknecht an age IV unit raising the bar for age IV infantry as this civ’s strong suit. The main focus would still be infantry and Religion, but you would also have knights that stand out a bit and act as a durable frontline.

The whole point of this thread is that the HRE is lacking in mechanics, synergies, uniqueness and just does not feel like it was finished. Existing stuff needs to be fixed, but for me they also have to add something to it that is not there yet. Only fixing the existing stuff would not be enough.

I believe my “stupid” quote was referring to the act of building a Landsknecht in its current state. I do not remember correctly as this thread is quite long now, but I most certainly did not insult anyone particular with that.

The other quote can be criticized as in having a different opinion. Up to this point I have repeated myself quite a lot saying that the civ feels boring and empty. My point was not that it is way too weak, but way too boring and not unique enough. Playing the HRE gets frustrating due to both the lack of civ identity and clunky mechanics as well as bugs. Forgive me if I react a little bit irritated when all my points are ignored and I am told that this civ is actually in a good spot by a person who doesn’t really know how all the techs and boni of the civ work, where they apply and where they don’t. I find it thus not okay when you go ahead and act like I was some kind of scientology reject who now tries to build his own sect.

And ofc do I compare the civ to the strong civs. But there is also plenty of comparison to the weaker civs, however, mostly in regards of uniqueness. And nobody here ever said that Chinese and Delhi do not need improvement or do not have problems. They both, however, have a much more interesting late game and are more versatile. The build up and mechanics are just not polished. Especially for the Chinese.

This thread focusses on the HRE, tho. That’s why the other lacking and unfinished civs are not discussed as much.

And even if everything that is off right now is fixed, the problem remains that the HRE’s strengths and techs only help infantry and leave everything else mere baseline, which is mostly a problem for mid and late game. Even after all the fixes the HRE would still not have an identiy but would remain to be a generic infantry civ. I don’t want that. That’s why there is this thread. If you want other stuff and wish to raise your voice, nobody stops you from creating your own thread.

I’ve actually changed my opinion a bit on HRE. I’ve played alot more big 4v4 teamgames with Aachen Cathedral + Regnitz. In closed maps you can get into Imp by 15 min. Aachen bonus is pretty nuts. You sit 20 farmers near it and they get +50% boost. Regnitz is guaranteed 900 gold per min doing nothing. Its really feasible to have only 50 eco units late game (20 farmers, 15 miners (or traders very late game), 15 lumber. Chokepoints are extremely hard to attack with your increased building HP upgrades and the Age IV castle. You just max out on culverins, handcannons and prelate buffing for 15% extra damage. Still, it would be great if HRE got something unique for Imperial for more conventional games.

1 Like

I appreciate your comments

If someone wanted to narrow down the issues into a streamlined presentation, I’d suggest something like this:

Issues with HRE

Landsknecht
Unique infantry unit is an anti-infantry unit that is hard-countered by ranged infantry; only useful against large groups of melee infantry; the late game has a reduced focus on infantry in general and especially melee infantry. These factors combined make Landsknecht an underpowered unit on a conceptual leve and also underpowered via statistics. This combo absolutely kills their viability in all but the most niche of situations.

  1. Late game unit meant to counter blobs of melee infantry that rarely exist late game; countered by half the infantry pool (i.e. ranged attackers); no viable way to safely close distance without getting crushed by ranged attack, thanks to light armor and 80 HP.
  2. Only unique attribute is cleave damage, which on a mechanical level is unsatisfying to watch as there is no visual indication of anything happening. Boring unit.

Prelate
A potentially great unit riddled with counter-intuitive automatic choices, such as attack move making it attempt to attack instead of heal or buff. Prelate has pathetically low buff and heal range, making them awkward to use in combat and require far too much micro to realistically use for any significant amount of time. Could be easily fixed with a range increase to all skills & more intelligent and role-specific interactions with attack move; priority should be healing (with an increased range heal) and buffing whenever it comes off cooldown. At the moment it takes at least 5-10 second for the priests to stop trying to hit people with a stick before they grow a brain stem and actually do their job. It makes a unit that should be a joy to use into a nightmare. Completely counter-intuitive, and robs HRE of their most potent link to “Religion.”

Unique MAA
Quite a good unit, but is forced into a catch-22 situation that seems super counter-intuitive and probably a bug. If you upgrade two-handed weapons, they replace 1h sword + shield with a 2h axe, and get +2 damage. If you upgrade to mace, you get 1h mace + shield and get +6 damage to heavy armor. If you upgrade both, you get a massive mace that grants +2 damage to everything and +6 to heavy ar…OH WAIT LOL YOU GET +3 TO HEAVY ARMOR LOL. If that makes any kind of sense to anyone, I’d love to hear it.

Problems with Relics
For an empire that literally needs relics in order to fully capitalize on its unique strengths, you’d think that they would have some kind of innate advantage of obtaining them, right? After all, this is a finite resource and it is literally a race to get them.
The issue is that a defensive, infantry-based civ isn’t exactly the most suited for map control, and if they try to camp the relics and rush T3 ASAP, a good Mongol/French/Rus player will take advantage of a split army (you need to camp 3 relics, remember).
I’m not sure if giving HRE a passive or a researchable upgrade in order to pick up relics at Tier 2 (Feudal) would be “overpowered” but I know for a fact that the only civ that is described as “religion”-focused should have some advantage when it comes to relics.
At the moment I’d rather be Rus for religion: not only do they have excellent map control, but also priests on horses which really takes the relic game to leve next.

Defenses
Yes, HRE can get amazing defensive structures – but part of that relies on having relics to garrison inside their keeps. Sure, if you have their Tier 4 keep + unique building upgrade + academy building upgrade + relic upgrade, you’ll have the best keep in the game. But that all hinges on getting a relic. Without one, you’re missing the offensive power to put all that defensive power to good use.

There are some other issues with HRE but I think I touched on some major ones.

HRE absolutely needs upgraded knights. This would make spearmen more important against HRE, which would make Landsknecht intrinsically more valuable even without the buffs they desperately need. MAA upgrade stacking shouldn’t be a trap and should make sense; either reduce or eliminate the need for relics to upgrade keeps, towers, and outposts; or give HRE a much better way to collect relics.

2 Likes

The HRE has some good perks. Aachen and Regnitz is a must, unless you know you can win the game by going Meinwerk into Burgrave, but that is usually not the best choice. It is not about the eco that can be strong. And if the eco bonuses turn out to be too strong, they will get nerfed. The HRE is not bad economically, just a bit clunky in that area (all army command, prelates need be taken care of with barely any user friendliness, it can become very tedious and annoying).

Again: It’s about the mechanics, the clunkiness altogether, the bugs, the lack of uniqueness, the way inspiration works (prelates don’t inspire infight, the buff runs out when it matters, sitting back and defend with prelates buffing culverins is nice, but not cool or interesting or good or anywhere near the in fight capabilities of other civs with buffs. It’s annoying to use and it doesn’t do enough. Also it is sooo bugged). It’s not about that they have nothing and are also economically bad. They don’t have cool stuff. There is only infantry. No other civ has only one strong suit. They all have techs that go beyond only one kind of military unit. All of them. Except the HRE.

In my opinion, in keeping with the infantry civ theme, hre should have the entire landsknecht package, the pike, the musket as well as the current zweihander, maybe throw in reiter pistol cav as well.

2 Likes

Nice summary of what is wrong with the HRE and I can agree on all of it. Most of what you say corresponds well with my ideas, but I don’t need exactly my ideas to be realized. They are supposed to be a direction and I am happy to hear other ideas. I just want this civ to have an identity, working mechanics and a good synergetic feel like the 4 campaign civs, which have all gotten much more love and polish than the rest with the exception of the English being mechanically fine but too one dimensional altogether.

1 Like

WOW thanks for putting this to words, this is incredibly frustrating during battles. Adjusting this would be one of those crucial quality-of-life tweaks.

2 Likes

Go see this video. I found it super interesting!

It says the MAA is also getting an hidden HP buff. I wished the tooltip would be more explicit for such things though.

2 Likes

You should consider condensing this into a Word Document on google and editing it into your main post.

Thanks for the video. I knew already about the 15hp. I noticed that in the beta. But the video also shows that combining both upgrades beneficial to MAA does not really improve their performance. I will never accept that the HRE is a civ that actually makes their own upgrades worse by combining them. This is nowhere else the case. Especially not when there is the English iron clad giving +2/2 armor and the Delhi honed blades giving +3 damage to knights and MAA. The mace bug remains to be a bug, because it would be a terrible feature and the fact that 2 techs for the same unit are almost outclassed by single techs from other civs also needs to be looked at. The HRE MAA doing best vs knights of all MAA becomes less interesting the further the game progresses, because in lategame infantry is the easiest to counter unit branch and the MAA is the only specialty the HRE offers design wise as everything else is baseline and mere standard (or trash like the Landsknecht).

To sum it up: The MAA are the best and only thing the HRE has to offer military wise and they are the only unit whose special techs get worse when combined. That is and remains to be one of my core complaints.

What exactly do you mean by “this”? :slight_smile:

This thread and all it’s relevant information, put it all on a Google doc and edit it in your main post

1 Like

No updates for the HRE, stay strong fellow holy roman enthusiasts, we will be noticed by relic eventually!

1 Like

I think some of the stuff was fixed? I was reading through another thread, people reporting some HRE stuff was working.

1 Like

Interesting. Why wouldn’t the bug fixes be on the main patch notes?

No idea. I haven’t played since patch, but people are saying some things that weren’t working seem to be working now.

1 Like

Yeah, good call. I will try to sum it all up and edit it into the starting post when I find the time. :+1:

Unfortunately that was to be expected.

I didn’t read anything, but I will have a look this week as well and try to find something worth noting. I would also expect Relic to say something in that regard. But I’d be happy if they in fact did fix a thing or two.

1 Like

https://forums.ageofempires.com/t/update-15-11-2021/183577/28?u=ab0ut47pandas

This homie mentioned it.

1 Like

More people should test this, I will be sure to check on my prelates as I do pvp and pve.

Yeah, okay. This can easily be tested. If they still bug out, try to inspire towers, allies or mangonels to no avail or lose their auto inspire ability, then there was no fixing.

I checked it only on units, that worked well. But there was no fix for camel barding, so I think I just didn’t test prelate buff enough. It should be still bugged :frowning:

2 Likes