Hi guys. I want to main a civ, that is good for rushing, good for late game, good for 1v1 and teams. Also decent for treaty, and easy to play, and is not European.
So far I think USA, Mexico and Haudenosaunee are good choices. USA and Mexico are too similar to Europeans and are too complicated it seems. How does Haude stack up against others? Why is Haude pick rate so low?
I think you’d have better luck with Hausa or Japan under those criteria. Haud is fine but they have almost no economic options and their best units have been nerfed. Light cannon are exceptional, so that’s worth noting.
In my opinion as main Haud, the low pick is for these reasons (from an entertainment point of view)
1- Too many units that cost wood.
2- Unique mechanics that are not very entertaining or have little common knowledge (for example, the plaza, the Big Button and the rams/mantles)
3- Having to build a tribal market to mine
4- It does not have factories, wonders, forts or special buildings apart from the longhouse
5- This has no mercenaries, or anything to beat the mercenaries
6- And the main reason imo, it does not have build orders that are easy or guarantee you a victory, like the most popular civs
Haudensoaunee is great if you just want to rush/extended age 2 game play; though this requires extreme aggression and constant harassment and microing of units to not die to town center fire or towers out right.
Your going to have to use healers in extended age 2 as your goal is not to out right kill your enemy in 1 go but death by 1000 cuts. You dive in for a house/market/tower…ext. run out and heal and repeat. That’s if your first attack fails to kill him that is.
Its easier to be the aggressor and still be macroing an economy than it is to defend and maintain an economy( at least from my exp)
If your planing to ever age up to 3 you want to make sure that you can age up to 4 right after as you dont want to stay in age 3 for long. You dont really get much in age 3 other than a few good unit cards (merc like units) that are mostly for 1v1 and then a few decent eco cards that help for longer games.
Age 4 is were haude start to shine once more as you get access to their light cannon.( a more mobile culverin like cannon that still effective against infantry)
They are decent at best when it comes to treaty as mass light cannons is very strong with a team supporting them as they can counter all artillery in the field and do decent damage to all other units including buildings. Their main draw back is rate of fire and a small area damage this requires constant microing of the cannons to improve their effectiveness as 20 cannons can end up shooting the same single lone infantry unit (yes this happens often!) making them feel under whelming.
In team games they have a strong team card in age 2 that gives 3 vils to the team, its extra powerful if you combo it with a fast age up.(as Haud has the fastest age up in the game, great for rushing and booming in team games)
People might not like the wood centric eco that the civ has but it does make it easyer to macro if all you need gold for is ageing up/ upgrades/ cannons.( this is if you send the card that makes gold units cost wood instead)
Adding on to this list:
7- The micro is weird, at least in age 2. Aenna have to stand and fight, your explorer needs to be kept alive and behind the action, and after getting microed to death a few times it can get really frustrating.
8- Trying to deal with arty is tough until age 4
9- That one counsel member in the home city follows you around and haunts your dreams
On the plus side, huron mantlets are awesome, sneaking rams into someone’s base doesn’t feel dirty like with oprichs, and the Cree/Cherokee/Huron shipments are some of my favorite native shipments in the game. If they were x2 I would fall in love with this civ. Also with the help of one card, trees last forever. I’ll be in the industrial age and still be on my starting forests.
USA is generally considered pretty good in 1v1 (probably on the op side atm). I’ve had some 1v1 trouble with them, but they’re certainly decent in team and late game. They were op in treaty for a while, not sure if that’s still the case.
Huad is definitely good in treaty, though probably worse on wide open maps and as was pointed out, you need to cow boom for it to really work (otherwise you’ll be unable to keep up). They are at least decent in 1v1, they can definitely rush or FF, they also have a fishing build for more eco. I don’t see them much in team outside of hard rushes though.
Mexico is a bit underwhelming in 1v1 I think, unless you want to go full darkside and embrace the memeiest builds. In team they are quite strong, you can rush but you’re probably better off going late game for skirm/Chinaco (they have some strong meme builds in team too IF you’re playing with someone who you know on your side). Chinacos when fully upgraded are pretty op. Mexico is the strongest treaty civ atm imo. They have great skirms if upgraded.
@dansil92 pulled the dark horse I would have suggested in Japan. They can go hard rush, even while a lot of people think “boom civ”. Obviously they can boom, though they have less FF options than some of the civs you play now. They are solid enough in treaty if you use the Daimyos, and they are good in team games. You do need to be super careful not to lose your Wonders though. China’s wonders are less important, Japan is quite bad after their wonders go down. I’d definitely consider Japan, though be advised, some people will hate you with fiery passion.
On a side note, they are a good civ to have against Portugal (my main) atm. Organ Guns are op in team atm and your Yabasams (probably misspelling that) are great at taking down Orgs. Just need to be careful with them if he goes heavy into cass.
I love haude too but its a balanced civ some other points
without any eco gimmicks (sans plaza crate spawn and overpop" macro MUST be clean. Your eco needs to be extremely efficient which leads to relatively minor mistakes resulting in being outmassed ir ground down. Not only must you micro units you have to micro eco which is another mental load.
repeated nerfs. FPs are no longer the the uncontested king of skirms. They still great but other civs with easier/better eco and scaling get on par until like 4 cards and full plaza. Which in most games is when its too late for haude eco to sustain. MR are extremely pricy. Kanya require wood which messes with age3/4 unit comps. All of this createa a civ that for a slight advantage in military doesnt have nuch backing.
-horrible matchups to popular civs. Haude struggles into otto usa spain. Guess whats the modt popular civs? Even mid tier brits which are popular are bad matchup for haude. You can expect minimum 1/3 of games to be terrible matchups which hurts.
Its simply a unforgiving civ that doesnt offer much outside of very strong age2 timings and a extremely apm intensive treaty civ.
They are my least favorite civ because of things like the weakest late game eco and also I hate how Tomahawks and Kanya Horseman cost wood with no card to change that to Coin.
If they made changes from that thread I made it would help me like them more. As they are now they are boring to play and have some issues for long games.
Hauds is my favorite native civ and was much better in vanila and early DE, their composition is more or less close to Portuguese without the eco bonus but can be more aggressive in early age. FP and Musket Rider was their main composition, and Aenna being one of the few unit that counter Dragoon effectively (5 speed and cost food only).
Biggest change from vanilla is their late game, and their ram, mantlet, and infinite native shipment receive nerf due to the change of their infantry attack, hp, and combat card to no longer benefits them, in return they receive infinite 2 heavy cannon and some mercs to help them in late game, Light Cannon also one of the best culvering variant being mixed with falconet.
Always avoid the Environmentalism card which change their coin cost unit to wood, unless you are okay with allocating 40 villager on woods, the 400% gather yield even with all wood cards does not help much since in big engagement you are more likely losing 4k+ wood, and even harder on specific maps like Mongolia where trees are far in between.
Haudenosaunee is one of the strongest countries in the treaty mode (the other being Mexicans), with a livestock economy of water mills and fur trade, as well as 109 farmers to ensure a strong economy. His bulletproof shield can reach over 900 health points and 71 attack points. His combat hut units can easily build barracks, and his siege hammer can quickly clear enemy buildings unexpectedly. The only problem is that he needs you to improve your operational level
And it depends…it’s a good civ, but it requires a lot of micro and macro…I sent many villagers to the community plaza to make the “travois strat” ​​(with that you make a boom of buildings without the need for wood)… 15 mins you already have a good number of soldiers…for example, this is how I beat a German in FFA…
Hauds are an interesting civ but requires deep game knowledge both for the civ itself and what the enemies can do, it is quite macro intensive and has some annoying perks, but here’s some good things about it.
Light cannon is the best artillery in game
You can get away with food+wood only economy with minimal gold gathering in most sup games (this will not work on treaty very well cause wood eventually runs out)
Creates - they don’t have factories but they do have inf all resource crates. As with all crates, it pushes the macro requirements up, so it is not everyone’s cup of tea.
Mantlets are very good in the right hands. They soak a lot of damage and will force the enemy into making hand cav, which will sometimes force people out of their build order
They can overpop with their population dance, allow you to have 230 pop.
Forest prowlers are very good, despite what others keep saying
travois can help you gain map control easily.
As you can see, most of these bonuses have some macro skill floor penalty attached to them. Overall haud units are solid with average micro requirements (aside from the warcheif which needs to stay behind the frontline all the time), but it is the macro that really makes hauds difficult to play.
################################################################################################### This is a TOP teir huade player; the shear amount of micro and macro that he pulled off to block and stop spahis and the light cannons being their best when microed. Any missed micros would just lead to instant defeat against bombars and spahis.
Not sure how to link Vid so here is the title for youtube
Light cannons vs Great bombards…who wins???
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