Janissary generate five gold per military unit killed?
The Turks without gold only have Hussars, you are missing elite skirmishers and halberdiers. You don’t even have pikemen, which have some use. This will allow the Turks to get gold when the game runs out of gold. Otherwise, the civ is completely useless without gold. In team games, yes, they can have trade. But trade is not so easy to get in every game.
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If you add it as a secondary effect of their imperial UT and nerf them in castle age, sure why not.
Not that I know about the current meta, I quit DE since 3K so I’m not up to date with the last patches.
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Yes. Elite Janissary only perhaps.
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This is not a change which adresses their weakness, but buffs their strengths. Turks 1 TC Castle into Janissry into Fast Imp Bombard Cannons is already extremely diifficult to play against in closed maps, and this change would make it even stronger. In my opinion, you could just give them elite skirm.
Turks have a very solid game plan, that is a) using their IMP timing and b) getting an army comp with either janis or CA as a backline units and hussars(the strongest trash unit) as a meatshield. This is a much more gold conserving approach then any gold Melee Unit. In my opinion when you have Turls you should be able to either win in ealry imp or with that late game army comp, but when you failed to do that and your gold runs out, its just your own fault and you deserve to loose.
For team agmes, this is a pretty irrelevant topic anyways.
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Janis in castle age already got nerfed from 8 to 7 range
And they should be nerfed even more if they get this change = gold post imperial.
Everything about the game is about transitions and tech switching.
I’d rather switch their food cost to a wood cost. Makes them more spammable in Castle Age and will differentiate them more from HCs. Will allow Turks to play Jannies + Light Cav comp in Castle Age.
The problem is Janissaries’ horrendously bad stats and costs, not Turks. This unit is just not worth training 99% of the time because it’s overpriced, weak, and overshadowed by hand cannoneer buffs.
A Castle Age unique unit must bring a combat advantage over its Imperial Age counterpart, even if it’s weaker overall.
- Castle Age Boyar brings +2 melee armor and a -5 gold discount advantage over Cavalier.
- Castle Age Genoese Crossbowman deals with cavalry better than Arbalester.
- Castle Age Mangudai deals with siege better than Heavy Cavalry Archer.
They might be weaker overall, but they bring an exclusive combat value advantage over their generic Imperial counterparts. So what value does Castle Age Janissary bring over Turkish hand cannoneers?
Here’s what they bring:
- -6 HP
- Zero attack bonus against infantry
- +15 food and +5 extra gold cost
- 50% accuracy compared to hand cannoneer’s 75%
- Worse attack dispersion
- Requires 1600 resources to upgrade, while hand cannoneers are unlocked in Imperial
So what’s the point of a unit that brings endless downsides while offering zero combat advantage over hand cannoneers? Why would anyone train them when they become automatically useless in Imperial due to hand cannoneers massively outclassing them?
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any regular civ except bohemians can make hand cannons only MUCH later in the game after researching chemistry
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“Requires 1600 resources to upgrade, while hand cannoneers are unlocked in Imperia” this does not make any sense, you are comparing the castle age unit here with the imperial hand cannon. So, from the same point on (castle age) Janis require 650 to be able to train them, turks need the imperial age cost (1800 res) to get to hand cannon and other civs need an adiitional 500 res on top of that for chemistry.
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Elite Janis are overall far superior to regular hand cannons. Massing them in castle age (where they are not weak at all) is already an inveswtment into a later Elite Janissary army.
Back when Janis had 8 range in castle age every pro agreed they were broken.
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This unit needs compensation for the range (and stealthy accuracy) loss and the hand cannoneer buffs. They double nerfed Janissaries, gave triple buffs to hand cannoneers, and called it a day. Even elite Janissaries are countered by some hand cannoneers, which makes no sense.
Janissary’s cost and accuracy were determined according to 8 range, and the elite one was supposed to have +6 more HP than Turkish hand cannoneers.
There are many players training them.
Elite Janissaries is the only ranged unit with zero attack delay in this game. When this combines with their high base atk, even paladin will struggle.
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I would not mind Artillery giving janissaries +1 range. Elite Jani outrange onagers without siege engineer. But this would not as OP as castle age outranging mangonel.
Here’s the only time when Janissaries are worth training:
- Go 26+2 pop fast Castle on Arena.
- Build a Castle immediately and start training 8–10 Janissaries and 1 Petard. Their quick training time is still there, which is nice.
- Get gold mining upgrades.
- Keep 6 vils on wood, 6 on food, and 15+ vils on gold.
- Buy lots of food to keep up both villager and Janissary production. The gold mining bonus makes it possible.
- Immediately attack the opponent and try to inflict maximum damage.
- Depending on the situation, you can pump out more Janissaries or switch to a 3 TC boom and get the relics. Using Monks with Redemption is also great for both healing Janissaries and converting enemy siege and buildings. You’ll be floating gold anyway.
BTW, Janissary’s training time should have been 15.75 seconds, not 16.8. Its original training time is 21, which reduces to 15.75 after considering the 25% faster creation speed bonus.
Not sure if this unit will ever be compensated for the range loss and hand cannoneer buffs. I want their Castle Age ones to have at least one impactful combat advantage over hand cannoneers. It was the range previously. And if it won’t be the range again, then it must be something else.
Currently, Janissaries are rarely seen outside of a specific map’s specific timing in pro matches for reasons.
Turk Skirmishers have some uses in the Imperial Age.
They still have more pierce armor than some civs’ skirmishers. And their shorter range actually favors you if you mix them with Elite Janissaries because then the enemy archers and skirms will prioritize attacking your skirms.
Or mix a handful of them with hand cannoneers if you’re facing mass halberdiers. Hand cannoneers tend to overkill, and skirmishers help reduce that effect.
Not to mention the surprise factor of your opponent not expecting them.
What!!!? That makes Jannissaries completely absurd in castle age, and the Turks won’t be hurting their food eco at all to make one unit that is absurdly strong in low numbers with very little investment.
Check why Rathas are busted in castle age for instance.
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Turks still remain to be top tier Arena civ even after janissaries nerf.
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No more of this military units generating resources gimmicks.
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on aoe pulse turks have a winrate of 50.42% on average, higher on arena (56.40%, second best civ!!), lower on arabia (44.75%) . turks need nerfs to fast imperial age tactics and buffs in feudal.
what turks do not need is any more buffs to fast caslte jannnis into fast imp push with bcc and free hussars.
i propose, make chemistry not free anymore but researched instantly, this will fix their arena winrate.
now for a feudal age buff, i dunno, maybe let them train cav archer in feudal age but at slower train time
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What?
Turks aren’t even top 10 on Arena at 1200+ Elo, and you’re proposing to ruin the civ by removing their 25-year-old iconic bonuses that are part of their identity and make them a unique civ!
this is all elo
even if you put 1200+ elo you still get a winrate of 54.43% on arena, not top 10 anymore but still clearly overperforming and NOT in need of buffs
While i do agree that civ != UU, in case of the jannisary, i dont agree that the unit is weak. if anything give it 5-10% more base accuracy because those missed shots can be annoying if too often