July Pup Notes

or maybe giving dutch instant mercs, trainable musks and good mercs guaranteed, plus a dozen other random buffs is the real problem. but yeah, lets blame the banks

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Yes, there could be Indian and East Asian variants like there are trade route vehicles.

Likewise, I wish French Courer de Bois wore different outfits depending on region. It’s strange seeing them in buckskins in Europe, or the sweltering regions of Africa and South Asia.

Yeah that would be nice (though that’s opening a whole can of worms including colonial/native Euro art for buildings and villagers Vs settlers!)

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To be fair, the extra mercs wouldnt be nearly as much of an issue if dutch didnt have 50 free pop of pure gold trickle.

Dutch main units were pretty weak but felt justified by the fact that at the end of the day your outnumber most others by 50 pop. Now that you have things like royal horsemen in the stables and giant gren shipments, the advantages to having a mostly gold eco and alot of extra pop seem more obvious.

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But South Africa now can have a capitol and imperial eco.

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Even with powerful units, it’s pointless if you can’t afford them.

The root of the problem is that their coin income is too easy.

or the problem is clearly that they made a thousand changes to dutch and ignored the implications for the sake of change. You can’t seriously argue the coin eco is too easy when dutch was bottom tier on tad

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Ottomans continue to be buffed when they desperately need to be nerfed. The ottoman 3TC FI turtle known as “bottoman” is running amok on the ladder; it is toxic and lame to play against. Beatable yes, but completely un-fun to play against. The 15% build speed nerf isn’t even close to enough. IMHO, the yoruks should have the ability to build TCs completely removed like back in legacy.

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did they limit shipments to only two? or did they just limit how many times the speed effect can stack on villagers? I had understood that SA can still increase the HP of its units indefinitely but not the speed of its villagers.

I have always considered that in treaty games and especially if it is an empire wars game it is very unfair that there are civilizations with a snowball effect (such as SA and Mayans). It will be fun for some, but it is a very irritating mechanic for others.

I would prefer the increase to be +20% HP with a cap of 10 stacks.

I think that including wanderlust and similar mechanics has been the worst decision that the developers have taken; It breaks the game, they are mechanics only worthy of mods.

u dont need blue guard doesnt means others thoughts,always have players what to enjoying these new units,u only care about urself but never care about those bots players and team treaty or team supremacy game players,consulate blue guard for dutch in fort in totally neccessary and it can provide dutch some new tactics gamplay just because dutch can make muskteer now,the blue guard need to be CHANGED.

If you mean you want consulate blue guards at the fort, then I’m close or in the same position as you. Why do you criticize me for saying I only care about myself?

I don’t think the way of the Incas and Aztecs is a good way

Huaraca will have too much range and also he will be better at killing artillery when he already has artillery.

The aztec jaguar warrior already has very strong base stats in fact I think it is a very underrated unit, a speed of 5 for a unit that kills heavy infantry and cavalry with a decent base health, it becomes invisible and now it is going to promote, don’t you think that there are too many features, the only thing that occurs to me is to limit the unit to a maximum of 14 as it is with the lakotas

The stats coyote warrior does not seem broken to me but the problem is the shock infantry tag that makes it receive less damage from its counters, so it will receive much less damage than it receives from its counters by having more armor in the case of dragons I feel that it is difficult to kill a coyote with dragons, so it seems to me that the coyote will take a lot of damage

In the case of Spain, being able to send halberdiers and Irish brigadiers at the same age, I don’t think it’s right, you could do an olin or in team games ask your allies for resources for that, I think it’s very good, Ah, the brigadiers should best be at age 2 but nerfed accordingly

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No se si es nuevo, hoy lo descubro
Cohetes Indios

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It’s not new. India can send Mysorean Rockets since October

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Is this extra siege attack or siege range? If it is siege range then it’s actually decent. Age 4 huaraca can reach 33 siege range and 24 normal range. Im still not sure how good it is vs artillery which has 26 range and heavy artilleries with 28 range. After all they are infantry and take full bonus multiplier from artillery unlike arrow knights. But it is a step to the right direction and may make inca playable again.

Shouldn’t they be more like fire throwers with the rockets card instead of big artillery rockets? Weren’t they small hand held rockets?

There are 2 cards, one enables roketeers infantry on castles and the other one are 2 infinite rockets like british one but -costing food- (fact I dont understand)

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Gentlemen of the Pike in British stage IV is totally useless …

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Of 12 unique changes, 3 were buffs and 8 were nerfs. Azap ranged damage, artillery got 2 LOS (lol), and you get 1 more humba in the age3 shipment.

For that, double nerf to abus, humba, mosque techs, vill train time, build time…yea.

I can only hope that the devs look more at actual winrates than this ‘analysis’.

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I mean that Mysore Rockets were hand rockets on a pole, not massive sled rockets.

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