Next I will talk about some suggestions to improve the wonders of the Indian civilization, and some changes for the allies of the consulate. All this with the purpose of improving their participation in the treaty and in the extended game.
Besides improving himself, he also improves defensive buildings. (It could increase your cost accordingly)
Age II. No effect.
Age III. Improves the resistance points of defensive buildings by + 5%. (Walls and towers)
Age IV. Improves the resistance points of defensive buildings by + 5%. (Walls and towers) and increases the range and visual field by 3.0
Age V. Improves the resistance points of defensive buildings by + 10%. (Walls and towers) and increases the range and visual field in 3.0.
Potentially we would have defensive buildings with + 20% resistance points and +6.0 range and visual field. Of course if you build the fort in later ages it will assume the improvements of the previous ages.
Since the ‘upgraded buildings’ equipment card only upgrades their buildings by + 25%, I think they need a little more upgrade to match other civilizations. For other civilizations the card improves buildings by + 40%.
The improved range is so that she can better fight the siege and I don’t consider it absurd as the Japanese can also achieve a +6.0 range with a card. Also because the wood for the Indians is more valuable than for other civilizations and if their defensive buildings are better, it will justify the spindle of that wood in them.
Also, the siege of other civilizations is superior to that of the Indians and improving their defenses would make them stronger at home, but they are no match for mortars. And this would give a greater importance to the Agra Fort considering that it is a wonder.
In addition to its current benefits, it will improve the speed of creation of ground troops.
Age II. No effects.
Age III. Military ground units are created + 5% faster.
Age IV. Military ground units are created + 5% faster.
Age V. Military land units are created + 5% faster.
and Mansabdar units cost -2.0 population and can reach the metropolis destination when trained.
Potentially we would have + 15% in training speed, the Mansabdar cost -2.0 population and can reach the destination metropolis when they are trained.
Improve the bonus area at later ages.
Age II. (Current rank)
Age III. Increase the bonus area by +5.0
Age IV. Increase the bonus area by +5.0
Age V. Bonuses the harvest of villagers anywhere on the map. (Not the fishing boats)
This to have freedom of construction for crops and to obtain natural resources more efficiently in the mid-late stages of game.
In the imperial era the skill ‘Cease fire’ recharges 50 seconds faster (From 450 seconds it drops to 400) and the Taj Mahal generates a little experience.
Enables an Imperial Age buff that allows you to receive a 5.0 wood dropper per second. (This is a marvel that it grants medera when you build it. I don’t know if there is an argument behind this, but it would be nice for the Indians at the end of the game to have an extra income of wood).
Changes in the consulate:
The alliance with the Ottomans increases the field of view of only troops, and artillery units are created 5% faster. In addition, the villagers can create artillery foundries that in turn can create falconets and horse artillery in the imperial era.
In case the viability of the export resource is improved, there would be no need to build foundries, since the artillery can be obtained by the consulate.
Gain +1.0 point of range in age III, and +1.0 range in age IV when the respective upgrades are made for each age. This is so that it is possible to equate the dragons that can have a total reach of 14 when they make the arsenal improvements. It would even be a little lower than the arsenal improvements because the arsenal also improves damage by +10%.
We could also make the Portuguese provide an arsenal to the Indians where the upgrade ‘cavalry snail’ is enabled to improve their ranged cavalry (it would also affect the Howdah, but their Ethiopian counterpart unit can achieve a rank of 18 with the upgrade of the arsenal ). In this case, what was said above about the zamburak is no longer necessary because the arsenal would give the missing improvements.
We would have to change the benefit of the card ‘royal green jackets’, since the arsenal would enable the improvement of anti-infantry rifles. Also reduce sepoys base mele damage by 20%, as they would have access to the socket bayonet upgrade. They would also have access to the ‘cavalry cuirass’ upgrade, but that does not affect the Mahout Lancer (It could be very strong, but I’m not sure and would have to be tested). and only the Sowar (it would be good in my opinion) and other different cavalry obtained by other means.
Well, what do you think of what I have proposed? It is what I consider for India to improve in the treaty.