It’s almost as if the devs are reading my mind. I wanted so many of these changes in the game. Thank you devs. Your da best
I like the new Redcoats skin, but it would be even better if the Redcoats upgrade could be researched in Fortress Age (Instead of “Veteran Musketeers”), changing the Musketeers skin to a Redcoat, increasing + 25% hit points and attack, and can cost 250wc.
Then in Industrial age the Redcoats can be upgraded to “Guard Redcoats” and they increase +35% hit points and attack and the upgrade can cost 700wc. With the upgrade of “Guard” or “Imperial” Redcoats the skin changes again so that they look like the British musketeers of the Napoleonic wars (For example the ones that appear in the movie “Waterloo”), wearing a Shako instead of a Tricorne.
Yep, it’s an odd choice especially one the classic Victorian redcoat is just as memorable as the tricorne wearing ones.
Industrial Age - Stovepipe shako hats (like the Rangers)
Imperial Age - Couls easily be the same or we could go with the rather imperial Pith Helmets.
Unique Graphics for Courer Crees, finally!
new units of Rússia no train on forts this a bug
the other unlisted and probably real reason is so that they can also be affected by the spanish homecity cards and arsenal techs since they used to be as pikes. in their current form they are affected by no techs
foot archer is also not a visible tag and its not a multiplier tag for most people anyway so this is a decent change
SK are very difficult to massage; It is as if the Aztecs only had falconets that cannot be trained like other falconets do. Also, SKs are slow, melee units and take extra damage from skirmishers, making them lousy “falconets”.
Captured mortars can only be trained in three buildings and cost more population and deal less damage to units than a European mortar. AKs are not that strong against infantry (they take up two population) and are the slowest infantry in the game by far. Aztecs have always been weak against skirmishers and now they are weaker at range (coyotes got a buff but also now have less HP). I don’t really see the need for the nerf against AKs.
The JPK changes are very interesting. But it seems that the Aztecs will now be even weaker against the infantry; the Aztecs still need a unit that covers the role of the falconet well (that can counter large masses of infantry at a distance without being slaughtered by cannons). I also point out that the JPK train too slowly if it is not with the support of the community plaza. Although it remains to be seen what the promotions consist of. maybe they are too strong and now the JPKs are “too” good.
I didn’t say Aztecs are fine. What I mean is if they want to adjust the Aztecs, they should make the intended roles of these units clearer and stringer, instead of giving more roles to single units.
ok this patch notes has a tonnes of hidden stuff in it, probably cause it was delayed and this seems to a revision patch notes from potentially previous patch notes
chinaco multi has been changed to light infantry instead of infantry
but as I suspected they didnt check caballeros and with it it does even more damage to both light and heavy infantry then it did before…
typical changes it seems
Like day 0 gurkhas and royal green jackets haha
The changes in general look very interesting. I would like the Aztec army to be viable in a treaty and that the issue of South Africa and the Mayan revolution be settled in a treaty; there should be a stacking limit to the “wanderlust” card (the card from South Africa that increases all units’ HP by +5% indefinitely) in treaty, especially in empire wars. Also to the mechanics of the Mayan spearmen with the Mayan revolution.
The PUP removes the grid keys from buildings on the build card.
Good gravy I hope this wasn’t done on purpose.
so this is bigger then i thought
basically all the units that has the abstract lancer that has the asian lancer multipliers has been changed to light infantry multi including nagi, sowars, mahouts, bosniaks
but all of their multiplier change cards are still the same.
so naginata and sowars have just become lancers now and the box is a mess
edit: i guess this is a sowar buff?
Isn’t it too Op? 2000f is almost as cheap as 1000g, for that many units
they have age 2 stats and its an age4 upgrade so it isnt too much of a problem
for comparison the dutch age 4 one gives you 30 guard muskets for 2k coin
So are they still heavy infantry? Every other foot archer is light infantry.
If they just gave them the foot archer tag that’s still a very bad decision since it muddles the upgrades. But not as disastrously bad as screwing up an entire unit class by making them light infantry.
so did sowars lose their multiplier against mantlets? did a civ without artillery lose their only option…
Blue guards don’t tech into age 5 so they’re not gonna be viable late game. I hope they change it. Such a cool looking unit.
The Azap is a foot archer, but is also heavy infantry, so it’s countered by light infantry.
Basically, is a ranged pikeman.