German Mercenaries in Mercenary Camp can be train to cost Food+Wood or Food+Coin instead of just Coin. Also, Mercenary Camp would provide population slots for these units - sort of like Minor Civilizations units.
Maybe that would be too experimental, but what if it was possible for allies in your team to train units from this building - but the units he would train would cost his population slots, not yours.
Well it’s true, good examples, Germany is my main civ and I use this card in teams after sending 1k wood, with settler wagons it gets a brutal economy, Germany is already strong in 1v1, that’s why I tried to be cautious by adding a cost.
Me encantaría que cambiaran la fachada de la embajada nativa para que coincida con sus respectivas regiones, hoy en día solo tenemos la embajada real para los territorios europeos y la embajada norteamericana para américa del norte, américa del sur, áfrica y asía.
Maybe Germans could get the ability to turn their regular units into mercenaries at a cost that is over all cheaper than buying tavern mercs. To represent their normal soldiers becoming mercenaries.
no. Landsknechte were orignally in imperial service only; later they were also hired by others, but the habsburg monarchy was always their most frequent customer. especially during the 30 yrs war the habsburgs fielded giant mercenary armies against the swedes… who did the same.
After that german mercenaries were mostly hired by other germans in (smaller) regional conflicts. the tiny duchies in the hre could only afford to maintain similar small armies. In case of a war a duchy would hire those small armies of other duchies in their proximity, so for a short ammount of time they could field overproportionally big armies. So its not wrong for aoe3 to depict germans as mercenary contractors (and providers)
I’ve actually been meaning to suggest unique native embassy models for every region as well. I think I already suggested that on the official discord.
And now that South America has its own Trading Post model, instead of having the same one as North America, it would be interesting for it to have its own Native Embassy as well.
Jaguar Prowl Knight stat boosts per promotion reduced to 15%, 25%, 45% (down from 20%, 35%, 50%).
DUTCH
They’re tinkering with the Dutch’s Blue Guards, they now get Veteran and Guard applied by reaching Fortress and Industrial Ages (instead of the card and tech activating them), and reaching Imperial Age adds 25% HP and attack.
HAUSA
The new Muhbir Spy unit available from the Moroccan Mosque now properly gets its Food cost converted to Influence.
INCA
Huaracas now get more max range from their upgrades; +11 max range when shadow teching to Elite (up from +8), Champion upgrade gives +1 max range (down from +2), and Legendary upgrade now gives +1 max range.
Improved the Huaraca’s line of sight and siege damage bonus from the Chachapoya Support card to +7 LoS and +7 siege (up from +5).
ITALIANS
Italy’s Basilica shipments now arrive 20% faster after reaching the Imperial Age.
Veteran, Guard, and Imperial Pavisier upgrades no longer increase max range by 1.
Roman Tactics card’s HP bonus reduced to 10% (down from 15%). Imperial bonuses seem to be removed completely, though description was not updated.
MEXICANS
The Mayan Revolt’s Blood Brothers card was fixed to say it increases HP and build limit of Native Embassies.
OTTOMANS
Reduced bonus line of sight for Ottoman Culverins.
RUSSIANS
Russian Explorer’s bonus damage against buildings reduced from +5 to +3.
SPANISH
Spain’s Wild Geese Church tech cost reduced to 1500 Food (down from 2200), unit count reduced to 12 (down from 20), and they no longer get 15% HP. Now has a new secondary tech that can be researched after Wild Geese, Walloon Guards.
[NEW] Walloon Guards (3000c, IV, Wild Geese, Royal Decree to Claim the New World): Ships a large amount of the famed Walloon Guards (Fusiliers) from Belgium. Delivers 14 Walloon Guards, enables them to be trained at the Tavern, and gives them some HP regeneration.
SWEDES
Sweden’s Settler build limit increased to 90 (up from 85).
Sweden’s Light Gun Carriages card now costs an additional 200 Wood.
REVOLUTIONS
Looks like a few bug fixes for United State’s Lexington Minutemen (obtainables Conscription) and Hero of Two Worlds (changes where the HC shipment icons unlock).
Probably a bug fix for Haiti’s Yoruba Alliance, it now removes the Yoruba Twins tech from the Native Embassy.
The Canadian Militia Officer can no longer build Native Embassies.
There is already the Blue Guards at the Consulate for Japanese, so I guess it should be technically simple to switch to Consulate Blue Guard for them.
Isn’t it an attempt to make them weak in the Imperial by not simply using the Consulate Blue Guard here?
If Architects can still build Outposts by default, it feels like FI turtling is still likely to be broken.
Hopefully the maximum possible build count for the Basilica can be reduced to 2.
Just one takes up a lot of space, and three are really too much.
How about having either Ufizi or Papacy give Basilica +50% XP trickle and no longer give Basilica limit +1? This way 2 * 1.5 = 3 * 1 still, but saves space.
Isn’t the Swedes considered good in treaty games already?
I think trading post designs should be based on the civ that builds them. The only civ type without an appropriate TP model is north american natives, as the trading post on north american maps is a colonial design. That model would be given to the US and Mexico in my idea.
We also need a different model than llama caravans for most of south america. Llamas are an Andean animal.
But yes, we need unique Native Embassies for every region. It’s weird that only European minor civs get unique embassies.
Blockquote * Roman Tactics card’s HP bonus reduced to 10% (down from 15%). Imperial bonuses seem to be removed completely, though description was not updated.
I don’t understand, the update’s buff was not intended and has therefore been nerfed with this patch? Because now they’ve been brought back to their weak pre-update state, except that at age 5 they have a bit more health and attack. But from now on, they are generally less good up to age 5, where they lose stats in all categories, which is certainly not what the paviser needed.
The remove of the extra range and imperial bonus was probably needed for the pavisiers, but this also heavily nerf their halbs which was their best unit by pure stats…
They also already nerfed heavy pavese, so maybe that card should now also affect halbs and pikes.
The removal of the imperial upgrade is not really complete because it is still possible to upgrade them at this age.
As it stands, the pavisier has generally been nerfed - even though it needed a buff, because while it has better stats at imperial age (which have been drastically reduced with this fix), I can’t see how it will be preferred to the bersagliere or papal units when you know that wood is scarce at age 5 and the new buff reduces basilica expeditions by 20% at that age too.
The problem, as I see it, is that now, at every age except the fifth, the pavisier has seen its hit points, attack, range and ranged resistance nerfed, whereas it’s precisely before age 5 that it’s most commonly used, partly for the reasons given above.
When I say that I don’t understand this change, it’s because a lot of changes (cards, politicians, unit’s upgrade) have been made to balance the pavisier. But with this patch, they’re taking it back to its pre-maj state, even to a weak state.