July Pup Notes

Its actually 330 coin from spanish gold so 250 doesnt sound so bad Unless its of each res in the lombard

That building is too costly for the price its made they build XP n cost could’ve been adjusted accordingly.

It does alot, for longer games.

LOL

Really weird design I found. The Grenade Launcher card is already used to make the Grenadiers trainable at Artillery Foundries, why we still need to make them trainable at Barracks? The upgrade still has to be at Artillery Foundries, so the Grenade Launcher card is still required and then I can just train them at Artillery Foundries, why do I need this card?

I would say, having the Grenade Launcher card instead enable the launcher for Grenadiers and ship 4 Grenadiers (or 4 Humbaracis for the Ottomans), but no longer enable the training; and then the Line Grenadiers card still ships 4 Grenadiers but also ships 1 Artillery Foundry Wagon and unlock the training in Artillery Foundries. Finally, Give both the cards to all the Europeans except the Maltese.

It has no need to be in both Barracks and Artillery Foundries. It is and should still be an Artillery Foundry unit after all.

By the way, the training of Grenadiers is a very weird arrangement, especially the French must rely on the technologies of the church card. The French also therefore have to wait until Age IV for the launchers.

I would like to:

  • Allow the French (and maybe German because both their grenadiers were famous in history) to train the Grenadiers at Artillery Foundries and research Incendiary Grenades at Arsenals by default.
  • Gives the French both the cards, just like the statements above.
  • The effect of Young Guard changed to just ship 4 consulate Grenadiers and research Incendiary Grenades.
  • The effect of Middle Guard changed to just ship 8 consulate Grenadiers and upgrade Grenadiers to Veteran.
  • The effect of Old Guard changed to just ship 15 consulate Grenadiers and maybe give grenade troop units +10% HP.
2 Likes

I see no reason to use your version of the cards, it’s much simpler to send the 700, 1000 and 1600 wood and reinvest it in the Lombards. With your version, it would take too long to make the cards profitable.


In total and having sent all the cards, you would get 500 investment in each resource and for each shipment. It seems strong, but it’s really nothing, it barely helps fuel the economy of the Lombards and would still require a couple more cards to be profitable.

That’s the point. The quantities you’re suggesting are completely busted. It’s completely unfair to get an initial benefit equal to normal crates and an infinite recurring bonus. Spanish Gold takes 3 additional shipments to get a payoff better than sending 1000 coin.

The most I’d do is this:

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Sienese Financers (II): Deposits 500 food into the player’s Lombards and 200 for each future shipment.
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Luccan Financers (III): Deposits 800 wood into the player’s Lombards and 200 for each future shipment.
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Genoese Financers (III): Deposits 800 coin into the player’s Lombards and 200 for each future shipment.
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Florentine Financers (IV): Deposit 1200 coin into the player’s Lombards and 200 of each resource for each future shipment.

That would make them all break even after 1 additional shipment, and be superior after 2 additional shipments.

1 Like

I just tested it out. The “Bashkir Archers”, units turned from Cossacks, have the same looks and stats as the regular Tatar archers, except for their name, population and training building. The Northern Guard Musketeers have a similar situation, but don’t even seem to be changing the name. While not counting towards the local native unit limit, they share upgrades with the local native units, and those units obtained from the Home City and the politician are the ones that use the population.

They’re still Ancien-Régime-like cards in a way.

This kind of effect essentially just changes the “sub-version” (I’m not sure of the correct term) of the native unit to require a population and removes the limit to enable training. In the past, units of sub-version were only used to ship from HC, such as the Cherokee Riflemen from British HC, just to make them don’t be counted toward the limit of the “main-version” obtained from local settlements. When you double click on it, both versions will be circled, which means they are still the same unit.

Now the sub-version is changed for gimmick to lose the core characteristics of being a native unit — no population but limited, making it very different in meaning from the main version. Just feel like not a same unit. I personally don’t like this design very much. When Ancien Régime and Prince-Electors are still in dispute, it is a bit disappointing to see such a design. If possible, I think we should stick to the fact that native units shouldn’t use population.

“Kalmucks” is now a new card that simply ships a bunch of Honored Keshiks who just speak mandarin.

The previous Kalmucks tech is now renamed “St. Petersburg Dragoons”, ships 9 Dragoons named “Counter Dragoon”, and turns the Cavalry Archers cards in the deck into Counter Dragoon cards.

The “Lifeguard Jaegers” renamed from Bashkir Ponies are similar, shipping 23 “Counter Jaegers” and turning Oprichniks cards in the deck into Counter Jaeger cards.

I’ve noticed that neither Keshiks, Counter Dragoons, nor Counter Jaegers can get upgrades, especially the latter two. This causes the cards to instead ship non-upgradeable units, whereas the original Cavalry Archers and Oprichniks were upgradeable. Besides, While Kalmucks looks a lot like a native unit shipping card, Keshiks are not native units, so Legendary Native Warriors won’t work on them.

Making Counter Dragoon and Counter Jaeger be consulate units would do a nice job of solving the problem, as these two units are already provided by the Russian ally at the Consulate as well. Or, at least have them share upgrades with the Cavalry Archer and Oprichnik.

On the other hand, I’m still looking forward to introducing the Mongol as a cavalry archer mercenary unit. Instead of having it replace the Manchu, it’s also possible to change the effect of Kalmucks to ship Mongols, give them upgrades (like arming them with rifles), and enable them in the Tavern.

2 Likes

Also devs have the I’m constantly about itnew unit has Spain Miquelet and more Scottish units for Scottish Clansmen, Redshank Bagpiper and Highlanders Handed Swordsmen new Irish Mercenary Gallowglass Are doing it yet :smile:

1 Like

Ironically Counter Jaegers and Counter Dragoons can be upgraded when you Revolt to Finland. Its very interesting if you think about it 21

Well, that’s more acceptable, it doesn’t seem optimal to me, but at least it wouldn’t be a waste of cards.

Yeah, guarda di finanaza is a useless card, has no sense of how is implemented now.

2 Likes

Those church cards tend to offer some renamed non-mercenary units, such like the British Rangers, the Dutch Blue Guards, the Swedish and Spanish Halberdiers, the Italian Carbine Cavalry, and the Russian Counter Dragoons and Counter Jaegers. They should all be consulate units to better distinguish them from normal regular units and to make them more special, like how the French Guards work. In particular, since most of them are non-upgradeable, being a consulate unit can avoid from making them worthless in the late game.

This is a point that I have been emphasizing and insisting on recently. Let treaty players enjoy the units from the church cards too. If they are worried that being consulate units will make supremacy broken, at best just make the church cards offer a slightly lower number of them, though I don’t think it will be broken so it doesn’t have to be, especially most of them are untrainable. From the same starting point, it is best to enable the mercenary units from the church card in the Tavern.

2 Likes

What do you guys think about the following Home City cards being removed and their content available by default? :

  1. Master Surgeons - Surgeons would be available for training in the Church by default.
  2. Ranching - Cows would be available for training in the Livestock Pen by default.
  3. Unique Technologies Home City Cards like “The Glorious Revolution” (provides unique technologies that can be researched at a building) - Unique Technologies in Church are available by default.
5 Likes

about the third option: only if they change the speed debuffs into something like cost debuffs

Gone but not forgotten.

<churchwaardgelders>
  <assetreference type="GrannyModel">
    <file>units\revolution\polish_lancer\polish_lancer_rider</file>
    <materialvariant index="2"></materialvariant>
  </assetreference>
</churchwaardgelders>

I do enjoy what they’ve been doing for revolutions, I vaguely remember getting The Warchiefs expansion, playing the British and revolting to the United States back in the day when you got what, Colonial Militia, Gatling Guns, Ironclads, and Fort shipments? The DE massively improved on the system, and the updates in this upcoming patch are great to see.

7 Likes

I think the unique church cards could be move to age 1 to save space in age 2, but probably still need to cost a card. There are some FI or FF builds that would get scarier if the unique church cards didn’t need to be sent. Ottoman FI into Bombards, the new Spain FF with Irish Brigs, Sweden FF halbs timing, and probably a British FF for Black Watch Highlanders. It would be a very uneven buff, with some civs not having a strong timing push available using it. It would also be nearly impossible to scout without the card, though my suggestion of moving it to age 1 could have a similar effect if more people begin putting it in deck.

The other two would have very little effect on balance so not a big issue.

If you gave all the Euro Civs surgeons by default you’d almost have to give USA “Pastors” at the Meeting House (USA has Surgeons by default but no Religious healing unit).

People have talked about combing Ranching with Stockyards before. That would be another option there. It could at least be done for everyone other than Brit, Huad, and China (civs that use the cards in treaty already).

1 Like
  1. Sugeons have a very powerful healing they totally make priests obsolete So no to that, but I think maltese should be able to train them with a card or something. Admitedly I always cut surgeons even though I like them, priests are gud enaff
  2. So long as its in fortress age or later sheep/goats have to be it early on.
  3. advanced church cards are like sending 1 card for 3 so no, but perhaps they could grant a church wagon like the US pensilvania card.

Imagine having Billy the Kid as British Explorer.

2 Likes

It’s either a bug or an oversight, but the new Russian halbs hp aura has no cap, resulting in some obscene numbers

https://www.reddit.com/r/aoe3/comments/14ci4vt/crazy_russian_halbs/?utm_source=share&utm_medium=android_app&utm_name=androidcss&utm_term=1&utm_content=share_button

It should have a cap like state militia.

Yes, I have made a bug post on steam.

6 Likes

GDF is an amazing card, that is situationally useful. 3000c in lategame from an age 1 slot is amazingly slot-efficient. Not every card needs to win you the game everytime.

2 Likes

the limit of the coin gathered is absurd when Ethiopians have a similar card without the limit of resources gathered.