Ideas for turning more UU into Regional Units

Nope. I barely even played the mod.

At most I took inspiration at times. Like some names for techs and all like Hobesclarone for Dutch

Ultimately, I also realize that it probably won’t work without an official or unofficial skin pack that can be enabled or disabled. The interests are clearly too far apart.

Competitive players obviously don’t want any changes that don’t serve a competitive purpose. Players like me couldn’t care less about competitive purpose or balance.

There’s certainly a large group in between who have both aspects somewhat in mind, but regional generic units are clearly not generally feasible for the developers without triggering a shitstorm.

Therefore, the only real solution seems to be to make regional skins, etc. – especially for generic units – optional, so that everyone can choose whether they want them or not.

For me, as someone who doesn’t play competitive battles, campaigns, or random battles anyway, but exclusively scenarios I’ve designed myself, it’s basically irrelevant.

More regionality would simply mean less work for me when designing my scenarios.

1 Like

Mechanics will be too similar to Mounted Trebuchet I guess.

I don’t like constantly buffing Keshik. As long as Tatars have Knight, Keshik will be underused. So either remove Knight (like Jurchens) or replace Knight with Keshik. And if devs want more historical flavour, make Keshik regional for Mongols and Tatars. Can also be an alternate Cavalier upgrade.

I don’t think so, it could have a weaker version of Curare’s poison damage (no stacking but affecting an area of about two tiles)

1 Like

What if the disease could spread to other units through proximity contact? It could get weaker as it spreads until it’s basically useless.

1 Like

I wonder if a disease spread akin to the Empire Earth Prophet could work. This would spread a slow possibly permanent disease until the target finds a unit that can heal or maybe regen can overwrite or it cannot be used in los of a church or monastery. But if not cured it slowly drains a unit permanently

Reverse Bimaristan but with small area?

I was going to write ā€œI don’t think permanent debuffs fit this gameā€ but then I reminded myself of Obuchs removing armor

If I recall the best way to battle Oracles in Empire Eartg who set disasters was to build a temple to heal the effects so a holy building could be a deterrent to diseases

Well, once the unit is fully healed, it regains its armour. So it’s not exactly permanent

Monaspa doesn’t have much HP.