I think arrow knight is already a culverin-mortar and very mobile so it shouldn’t be also effective against infantry.
The intended advanced counter infantry unit for Aztecs should be the JPK and it gets some buffs. Maybe should get a little more.
euro culvs beat most* infantry in equal pop, i dont exactly understand why arrow knights aren’t allowed to do the same
Havent we learn anything about indians?? Melee counters to skirmishers dont work and arent effective.
And aztecs dont have artilleryyyyy
NEW FINLAND
The Deck seems promising…
HAHAHA, with those strategies I recomend in my guide… TY devs… analising
Stat-wise it could still be debated and adjusted.
But I think a unit should not have more than 2 roles.
The design of Aztecs since the very beginning has been splitting the advanced unit role into several units.
JPK is the skirmisher-halberdier.
Arrow knight is the culverin-mortar.
Skull knight is the falconet-halberdier.
There are ways to make each of the units work better as intended but a unit should not be given too many roles.
Not to mention hybrid units are also much more flexible than any of their components.
If arrow knights are to be an effective skirmisher counter then maybe its mortar part should be removed (Aztecs already got mortars anyway).
Or maybe just give them some access to light cannons.
These three cards look very interesting.
They never were, as they cant kill them fast enough. ERKs did the job poorly but oooh they were OP when they are countered by canons unlike dragoons.
You all want aztec units to be 1:1 european counterparts but they cant due to civ uniqueness. Other armies can reach effective numbers thanks to artillery that aztecs dont get.
6 pop mortars for a civ that relies on number superiority are useless.
Then what is the problem with the nerf against infantry…
I even said they probably should be repurposed as an infantry counter not a siege unit.
How could you read this when I said the design of Aztecs is hybrid units assuming several roles of standard units…
I know what you said, the issue is that now they are worse, they lost vs skirmishes resource wise, same for ERKs. The only option now are coyotes, that now get more damage from skirms (as their bonus have change?) while they do less damage too.
Its not you but the changes I see patch after patch after patch. Aztecs are far from being OP in lategame where you can spam these units
Mesoamerican Citadel is better name for this building.
Mousquetaire Royal - It’s just translated into French, but I think it just sounds better. I am offended by the standard names + Royal for units from Royal Houses.
I love this!
Is this a renaming of this unit for all civs; or it’s only name for card???
As a curiosity I will say that the names of these units would work for Poles civ and Ruthenians (Ukrainians) civ.
I haven’t seen the appearance of these units yet, but they would probably be adapted to the potential civs I mentioned above.
Kind of bummed the Advanced Arsenal card also didn’t come with a build wagon.
Where do you get that idea that this is the end?
It’s probably the only useful advanced building card already.
In order:
Turku academy… send surgeons and allow the hero to build hospitals.
Grand Duchy of Finland - Allow the cration of the “Counter Dragoon” << yes, thats the name of the unit… and the “Counter Jaegers”. The first is only a dragoon, nothing special, the second is a counter to light infantry, costing 60 food, 60 gold.
Savolax Jaeger - Jaegers with a wood cost, 100 wood, 100 gold… but After shipping it with Russia, I still can’t train them, so maybe is a more Sweden variation thing…
For Russia the most important is that one here:
This will allow create the combo Strellet + Cavalry Archer… And it’s good for Finland… if you saw my guide, I mentioned that Finland economy CAN work with 2 resouces… And now it’s far more possible with Russia.
By the way, that a card there, that allow upgrading cavalry and some other units for their Imperial status with Finland now…
Yeah. I’m not sure why anyone would send those cards when Land Grab exists. If they also reduced tech costs maybe. Still, I appreciate the attempt.
I think it’s time to add Home City card deck selection to allow players more ways to use their cards in gameplay:
- 10 Home City Cards - Hardcore deck of cards
- 15 Home City Cards - Very small deck of cards
- 20 Home City Cards - Small deck of cards
- 25 Home City Cards - Standard deck of cards
- 30 Home City Cards - Big deck of cards
- 35 Home City Cards - Very big deck of cards
- 40 Home City Cards - Trivial deck of cards
Advanced Rice Paddy is better than Land Grab since Rice Paddies are a 2 in 1 building.
Unique explorer effects is fun, Brits and French seem like the biggest winners here?
Giant Grenadier at 3 pop seems like the wrong way to nerf it. It was too much for the Landsknecht and I think it is too much here. I’d rather would have seen the aoe effect reduced or even removed.
Dutch Musk from forts is nice and all, but without an Imperial upgrade it seems kinda useless. Those Unlockable Swiss Pikes on the other hand… oboi
Prince Electors now once again interferes with Circle Army and other native shipments for the Germans. Bug hopefully?
But the units now get a fancy little symbol to differentiate them from the regular natives.
Czapka Uhlans renamed to Prussian Uhlans .
Are they that desperate for us to see these as Prussian? Even then there must be a better name than this? Natzmer for example? Or towarzysz even?
Italians getting hit hard on their Lombard cards. But Guard and Imp for Pavisiers is here lads.
I guess we couldve seen the Russian rework coming? Excited to give them a try for sure. Fancy new models is always a treat.
Wild Geese now send Irish Brigadeers, seen this requested a lot! Trainable Brigadeers as well, pretty neat.
ok? Was this really needed?
My suggestions for Russians civ rework
Brand new units:
- Cham - regional settlement unit, shared between Russians, Poles and Ukrainians civ. Are weak, but quick to train. This unit replaces the Settler. This unit works more efficiently when surrounded by Oprichnik.
- Axeman - weak infantry armed with an axe. Instead of Pikeman
- Archer - weak archer. It is trained in groups (5 Units simultaneously). Instead of Crossbowman
Brand new things:
- BRAND NEW ARCHITECTURE SET - EASTERN EUROPEAN (SHARED WITH POLES AND UKRAINIANS CIVS)
- Tserkov - unique church shared with Ukrainians civ. Has more HP than standard Church. Heals wounded nearby units.
This is a horrible change. So far, every spear thrower is a musketeer. It’s unduly confusing and inconsistent to make an exception to that. Having consistently identifiable units should be much higher priority than trying to make them be affected by Cotton Armour.