I know, the game is not out yet, so what’s wrong with me to suggest buffs? Well… the 5 days early access for content creaters gave a lot of insights and since OotD is not really complex (sadly), there is not much to figure out. We’ve seen fast castles, fast imps, extended feudal plays, 2 TC plays… And nothing was really convincing.
So:
The Order of the Dragon is not performing too well and also appears to be very reduced in regards of mechanics and synergies. So based on what we were able to see so far, which is pros getting at it, the Order of the Dragon never really looked good and has a lot of issues. It often seems weak or even helpless, despite their more powerful units.
The eco is slow and not really working out, neither in early nor in lategame. There is barely any effective bonus to the eco until vils are maxed out. The 25% gather rate and building speeds gets almost completely cancelled by the 20% longer production time and 60 food costs. And even in imp the bonus is rather meh, since there is a lack of other mechanics to help them. The units, while stronger, are not strong enough to offset all the overkill advantages opponents have against them as well as all the snyergies, unique units, unique mechanics and techs from other civs. The OotD units are eventually at best 33% better than their counterparts, but are twice as expensive and cost twice as much pop. But instead of just making them even more powerful, I try to find ideas how to improve them without completely losing the quality over quantity theme. I do think, however, that twice the cost in res and pop for all units simply never really works out. So all units, no matter which one, being 2 pop instead of one is an issue in my book. It’s more of a curse than a blessing and a central concept of a civ should never be a curse.
Imperial Guards and Cataphracts are close to the power of Gilded Knights, but are cheaper and cost only one pop. That’s especially an issue for teamgames and FFA, but also for full pop 1v1 scenarios. The double cost for units is already quite a burden for OotD. And the fact that religion is very weak for OotD, although it played a big role for them, is another issue. Healing these OotD units is difficult and impossible before castle age. I think there should be some tweaks to synergize the greater power of units combined with greater costs by adding better prelate and healing mechanics.
So here are my ideas. I am not saying give them all of them, but I think even that might be just a matter of fine tuning, while giving the whole civ a much better flow. So maybe they could get all of them with some kind of trade off in order to balance out the civ nicely instead of having it either under- or overpowered. Let’s go:
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Reduce villager production time from 24 sec to 22
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Give OotD units an out of combat healing tech in Meinwerk
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Allow Aachen to build cheaper (-50%) prelates, that take 100% longer to be built. Improve Aachen gather rate from 10 to 15%
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Add a castle tech to reduce costs of units by 10-20%
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Add an imperial tech to reduce pop cost for spears, maa, archers, horsemen and cbs to 1. In imp these units do not seem to be worth 2 pop. Archers are the only ones that appear to be convincing with their power. Premium units (knights, Landsknechte, handcannons) remain at 2 pop
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Give them an imp tech to improve villager gather rate by 5 to 10% or something of that sort and/or give them some kind of trade benefit or passive eco tickle. Even if you get Regnitz with 3+ relics, it doesn’t seem to help much. And then there is nothing else, no cost reduction, no passive res, no free units, nothing. Hence my ideas to adress that
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Give them marching drills in barracks, because their inf can get kited and sniped in a seemingly very easy fashion. Or add at least a new monastery tech that improves prelate movement speed, because these guys are just mere monks. Nothing unique about them for OotD aside from inspired warriors, which is, while more potent for OotD, even more tedious to use due to the 1.12 speed than for HRE
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Add a tech that improves prelate healing power and/or speed to Regnitz
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Improve the Burgrave effect. It’s underwhelming. 30% less cost is good, but 30% production speed becomes worse and worse the longer the game goes making the 30% less cost barely relevant
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Add a global unit production speed bonus of 20% to Elzbach
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Improve Meinwerk unique techs. The MAA tech could be 35-50% dmg reduction, since 20% is a bit poor and seems to do nothing really. And the crossbow tech could be 15 instead of 10 dmg, because the siege armor tech offsets this unique tech. Or change it to something else completely. I don’t know if the Landsknecht halberd tech is actually good. This is something I don’t want to rate yet
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Improve the war horse tech, which is kinda meh. I don’t really see a point in the war horse tech, it’s very situational and not even really notable. Maybe the dmg reduction should linger for some seconds (5-10), if the charge was successful. I think that would be a good thing to make this tech actually useful
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Maybe give inspired warriors some kind of mechanical buff for both HRE and OotD. It’s just not a very useful tech and hard to use reliably. Every other unit buff mechanic is soooo much easier to apply, instant and in an area of effect
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Fix the known bugs like no attack animation for handcannons, MAA charging with axes for whatever reason and the problem that imperial gilded archers lose .5 range. Instead of 5.5 they have 5
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Remove Fire Stations from OotD and HRE. It’s better to have no naval unique tech than this crap
HRE is the weakest old civ right now and OotD the weakest new civ. Sad times for Holy Roman Enthusiasts.