My door is always open mr juan…
Some fixes I suggest:
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(I)Exotic hardwoods should provide 20% gathering for trees+1 mango grove the 1st time. Next times delivers 1 mango travois (infinite card). Or even no mango grove the 1st time, it’s fine. And by ‘‘mango’’ I mean any North America tree, like maple tree, just using something we are all familiar with. So we solve the limited wood problem. This could be applied to most civs without unbalance anything, maybe only sweden could get a huge boost if they use torps? idk.
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(III) Cav 15% hp and (III)Cav 15% damage should be 1 combat card (15% hp and 15% attack combined) Like every civ in this game.
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(III) Oneida support. Wood cost instead of coin. Maybe 500w and TC+6 villagers? it’s hardly an affordable card with high investment and haudee are not the best at gathering coin
Since we’re having Wish Concert:
- Builder Travois with each shipment instead plaza dance (WE ALL KNOW NOONE USES THIS THING, IT’S ONLY WAR DANCE WITH YA ALL)
- New unit as age IV plaza ceremony, a musk that actually is a gunpowder unit maybe?
Travois with each shipment would be really op. Probably impossible to balance. Could just tweak numbers but fwiw its good on same niche low res scenarios.
A actual unique unit spawn would be cool. Maybe the old tomohawk or like you said a unique gunpowder unit (prob musk to not overlap with prowler) would be nice for flavor. A 2 pop soldado like musk could work
I also find myself liking the idea of melee damage at range for tomahawks. The range could be cut a bit to keep them fair.
Something also worth considering might be having the BBs for Food, Wood and Coin crates nerfed a bit, but having them add a crate (100 res) to all future shipments. I think currently it’s 500 res for 0-3 crates of 500 res depending on time. Cutting the down to 300/400 res for each 10 mins +100 of that type with each future shipment could allow for some intriguing builds (ie early BBs for either no initial crate or 1 crate to get the passive bonus).
I’m not sure if we’ve fully thought through the implications of ranged melee damage. It’ll make it a very weird unit, bad vs musketeers but able to bypass skirmisher and cavalry armor. It’ll bypass artillery armor and probably require a massive negative multiplier.
Sure you can do it, but I would be hesitant to make a standard unit work like this. This kind of stuff is probably better kept within native sites, where both players would have access to it in a game.
Yeah maybe make them unique models and lock them behind a card or age up and give limits.
Whats for certain is I think haude is stuck being a bit uninspiring to play and then as we can see in this thread, a bit too complex for many. Its euro ish but plays little like a euro, even its skirm goon isnt easy. Its unique units can be very specifc like aenna mantlets. There is a reason haude has sat at the bottom of play use since…since we started tracking ranked stats 2 years ago.
The thing is, civ redesigns have been very slow to be accepted. (Cough cough lowkota cause people cba to try civ after rework for 1 year now its op allegedly cough) and i dont know of devs have time, so either roll the dice and hope you nail a new redesign or try and fix what is already there. Tricky i think
I can understand the sentiment, but I think it could work.
If the stats were something like:
Cost 70f 25w
Hp 150 (20% mr)
Speed 4
Ranged Att: 18 (dealt as melee), 0.4x vs artillery, 11 range, 3rof.
Hand att: 14 (multipliers are unchanged)
I believe myself and @M00Z1LLA discussed something similar in a mod thread recently. At 18 damage they’d be doing like 1.9 more damage to a standard skirm than a Musketeer, and about 0.4 less to most cavalry (after running the numbers maybe either leave them at 19 and add a 0.9x vs light infantry or give a 1.1x vs cavalry). The advantage seems reasonably washed away by the -3.8 vs Musketeers. With a 0.4x vs artillery they would do better, but given a lack of culvs/age 3 artillery I don’t consider it an issue.
Fortunately, unlike the knife throwing natives, these aren’t Skirmishers which makes the melee damage less problematic. They also wouldn’t outrun most infantry.
I think calling it a “redesign” would be a bit overboard.
- Redesign the Tomahawk.
- Make the Crate BBs provide a small crate with future shipments (either 100 or 150), and reduce the upfront resources provided.
- Perhaps, to take inspiration from @Yoqpasa’s recent suggestion, make many of the Support cards cost 500f and 500w (not his suggestion exactly, but Haud gathers coin a bit slow and newer civs tend to use food and wood sometimes so it’s been tested).
- Remove the Tribal Marketplace and swap the more expensive coin upgrade for the standard one. This also results in the loss of the tech “Cooperation”. As has been pointed out numerous times, Haud had no issue with mining.
Or each longhouse creates one tree, like the Swedes.
That’s what I’m talking about. The design is extremely poor.
I think this supply is not needed. No one will sacrifice the transition to age 4 for the sake of TC and a couple of villagers.
I use it all the time. All farms and estates. + I once failed a rush in a 3v3 game and quickly built a wall of 7 war huts. It’s actually a very useful thing. The problem is that it blocks the plaza. Saving wood from all buildings is more important than experience and accelerating the production of villagers. This is a very important thing that compensates for a weak economy. It’s better to remove the acceleration of unit production. I rarely use it. Useless crap.
There is no point, since there is no arsenal. In any case, 95 resources musk perfectly performs its functions.
Quite the opposite - it will be a debuff.
Their entire nation consists of unique units. I don’t understand what’s so cool about that. There’s no point in producing another 2 pop trash from the plaza that will eat up the limit and slowly crawl onto the battlefield. This is not the Lakota that produces cavalry for which they have a bunch of upgrades for movement speed. Besides, no one will use the muske from the plaza when you have a muske of 95 res right on the battlefield.
The point is that the unit is truly unique and changes tactics. It already loses to all musks, war wagons and cav archers before all 5 infantry cards are sent, a super expensive upgrade is made in the war hut and the maximum power of the war ceremony on the plaza is turned on.
Its effectiveness will only increase. No negative modifiers are needed because the skirmishers kill him with three shots from more range, but he doesn’t. As far as I remember Sweden there is nothing wrong with the increased ranged damage of the musk against cavalry.
In 10 years it’s not that “Tricky”
I understand the problem here. The developers think that a nation with 20 towers is too strong.
Eh… They still haven’t increased the Russian blockhouse limit…
You sure about that? It’d be a HUGE buff in 1v1 and team. Getting a free building with every shipment would be absolutely insane in a rush game. Build free houses to avoid any tempo lost from the -125w every so often. Not to mention the free War Huts or stables whenever it’s time to increase your production capacity.
The only way it could possibly be a nerf would be if an aggressively large XP curve penalty was added on.
Beat me to it
No idea how free is bad

absolutely insane in a rush game.
I agree. Only their rush is already unbeatable. But the impossibility of building 7 farms in 2 minutes during a boom, in some 3vs3 4vs4 game, is a super nerf. Look at my typical statistics of resources spent on buildings:
At some point you’d just start building the estates for the XP with your shipment travois. It’s not as large of a nerf as you think. Also, it is possible to defend Haud’s rush, but buffing it with free Travois would likely add enough tempo to prevent some civs from being able to do anything.
You can’t really vaguely call something a “debuff” when it’s a huge buff earlier on and only a modest nerf later without specifically starting what you mean.
Also, in a rush you could also choose to build Farms instead of free houses for the XP tempo boost, which would likely negate the small weakness you were concerned about.
Travois with every shipment = insane buff.
But the impossibility of building 7 farms in 2 minutes during a boom, in some 3vs3 4vs4 game, is a super nerf.
what does this mean? this sentence is unintelligible
Also allies can also use the farms if you need a late game transition. If anything its better then mills cause since they dont move iirc they dont run into that stupid idle problem

At some point you’d just start building the estates for the XP
You just want to convert building production to experience production and claim that it is a buff. However, it is just a trade.

what does this mean? this sentence is unintelligible
Bad idea.

Also allies can also use the farms if you need a late game transition. If anything its better then mills cause since they dont move iirc they dont run into that stupid idle problem
Good idea. But it doesn’t work if we remove construction travois.
By the way, finally someone was able to fight back the rush. It was Italy.
I never thought that the Italians had such a horrifying rush.
By the way, finally someone was able to fight back the rush. It was Italy.
I never thought that the Italians had such a horrifying rush.
its a bad sign for a rush that you are somehow aging up later then italy
Bad idea.
again what the hell does that even mean? please explain your ideas
You just want to convert building production to experience production and claim that it is a buff. However, it is just a trade.
its a buff, it is effectively recovering the value of XP of your shipment, if the native bourbon tech which gives XP back for every shipment you sent is considered strong and borderline broken, this would be as well, lategame it is at worse a 120xp recovery every shipment and and high strategic value of building without vils
It would be even stronger early game
edit: again man you are free to play us anytime

its a bad sign for a rush that you are somehow aging up later then italy
It worked before)))))))