It’s weird that they don’t have anything accessible so I’d like to take this as a hint for new civs than revs (yes, my own weird theory of adding them both by hinting with the flags as “revs” )
[quote=“FiveWind6951746, post:1, topic:233274”] Civilization bonus: Hitpoints increase per shipment is now +1% for ships and artillery (2% for everything else).
[/quote] (culvs and bows I said)
All buffs for weak shipments like grenadiers or Haud age 4 military shipments.Swiss piks in age II for Dutch. Some nerfs to otto tc´s, abus, delhis, rajputs, azaps (india), chinacos, bersagliere, AKs, etc…
I am really happy, so I will limit myself to requesting only 2 things that I think are really necessary:
- All resource gatherers that are considered “military” units (including natives like oldenburg hunters or priests that spawn res in communitary places) are not affected by the military unit rally point.
This is really frustating, especially with the Aztec / Inca priests and sans-culottes .
- Rods become archaic inf.
I would like to be able to use the conquerors of the card Reconquista in ranked.
I will only say bolas warriors of inca needs to do more damage to horses and huarcas need more range.Also i would like to see more improvement on revolutions to make them viable at treaty games
The black riders deserved a buff, and this one is great for taking advantage of their cac armor.
He may be the best mercenary send in germany but sometimes he was removing them from the deck because he was using prince chevaulegers many times (except against france and india, gendarms and eles…need ww) and he had 4 sends against cav with: 8 princes, 3 ww (8 princes), circle army (musks) and black riders. Even 9 uhlans or bosniaks shipments worked for me.
Now that they’ve turned the princes into true dragons with no cac or siege, the black riders will once again be the all-around superstar.
Nothing can do for the Dutch build menu? They are the only civ that can not build NE by villager units. It must rely on the Envoys, which is not in line with others…
For example, the NE can only be built by the heroes (for all the civs), Native American Villagers (for the NA civs since they build it for the outlaws), and Envoys. Or, the Bank can not be built by villager units but available by training the Bank Wagons at TCs.
Can the Warrior also be spawned in batches too?
I hope it can be available after a revolution.
Let Ritual Gladiators ship the JPWs that have been promoted. Maybe with Bronze Rank or Silver Rank.
Why not allow them to be trainable at the Tavern or the Forts? You even give them a really nice new skin.
It could be nice if its size can be a bit larger.
Maybe let it and the March Revolution change the flag of civilization.
Since the Napoleonic Era could change the flag of Revolutionary France, I believe they can too.
So, are them Consulate units or regular units?
To me, this type of card should be better off providing fewer units that don’t take up population (eg, 50% of train limit and no villager units), rather than infinite but that take up population, which makes me annoyed when allied with them at the settlements or shipping them as regular native unit shipments.
Trying to make it a supremacy card instead of a treaty card?
FI seems to still be lamed.
Try to ban Architects from being able to build Outposts by default? Change the limit of Architects and Lombards to 1 (+1 at every age-up)?
Their rockets should get a fix too!
They should automatically use their hoops and fire throwers rather than stepping back when the target is too close to use the rocket launchers.
Like the Black Watch, do not let them trainable?
But does not let the US (rev) get renamed?
And it should be Revolutionary Mexico, if it is to be in line with Revolutionary France.
You do know that chevs have high melee damage and heavy cav with a few exceptions have no melee resist? Gendarms aren’t one of the exceptions. so they do awesome against them so WW isn’t a must. Of course with the Black Rider buff to melee damage and their 40% melee armor and high speed they will totally route super heavy cav like lancers, cuirassiers and mahouts.
I’m really annoyed with the treatment of Prince Electors. I think it’s okay to give the units a population cost, but why does it have to interfere with native alliances on the map, it’s unfair to having a pop cost on the map alliance you build a tp for if you chose the same alliance, they should either separate it or they should just make alliances unavailable if they’re present on the map forcing you to chose a different one in that case. Ancien Regime has the same problem if I’m not mistaken, but the French don’t have the luxury to chose another alliance, so it shouldn’t affect the native tp alliance in this case.
seing the files, the note is just bad, they increased the multi against shock infantry by 20% so that its the same as with cav
oh boy there are a bunch of unlisted changes that imma going to have to list out here
manchus also got pop increased to 3 - but not repentant manchux?
abstractlancers that have TAD style multipliers have all been shifted to having multipliers vs light infantry
rajput damage decreased to 12 (notes only listed mansabdar)
spanish tercio army increased to 8
blue guards (dutch muskets) in both shipment and consulate get combat promotion
china now get the new roger’s ranger from consulate(yay)
mapuche bolas rider multi vs heavy cav increased to 2.5
nizams hp increased to 215(why?)
gatling camel gets x0.5 against light infantry
there are a few weird units i have never seen before but havent seen them used anywhere
and thats that for the units so far
they seem to
ordinance xbow for ethiopia is 25% cheaper
uhlan for chinax + US has extra armour
needlegunner for get lower rof
but not all bonuses will be applicable
well it seems the devs have the same thought as you since in the pup they are now both hand infantry and foot archer, and im pretty sure they had to do some shadowtech shenanigans cause it isnt daouble buffed by infantry breastplate
That’s not a good design to have zero flexibility whatsoever. Ethiopia has only one viable strategy of age 3 timing push or you’re ####### If your opponent knows what they’re doing they can just prepare to counter your one strategy.
The Africans were designed with gaps in their rosters to be filled by alliance natives and outlaws. But this doesn’t work at all when natives are completely unaffordable due to costing purely influence which is always in short supply.
You can get a few with shipments and the fact that they shadow tech makes them incredibly strong for a timing push. So then they get constantly nerfed to weaken that OP strategy which then makes them even less viable in general.
If they’d focus on the root cause of the issues instead of the symptoms then they’d actually be able to make them reasonably viable for a variety of strategies.
Just fix these problems:
Shadow Teching is too strong. To fix this they can just bundle natives and mercenaries with the War Camp upgrades. That’s no extra cost overall, but it makes it so there is an upfront cost and it’s no longer immediate.
Natives are unaffordable. To fix this they could split a portion of their cost with another resource (probably wood). That would keep their total cost reasonably similar but costing resources you actually can get. Loyal Warriors also needs to be age 2 so that the cost reduction comes when you actually need it. These changes would mean you can actually use your alliances and natives on the map.
Well currently on the PUP prince electors works the same as Ancien regime (minus the 2 techs ofc).
It no longer increases TP unit’s pop cost, but again interferes with the shipment send units. It also increases the build limits of the TP units again.
I don’t know if its a bug or intended, but its practically back where it was before the previous patch.
Yeah it is one of the points.
The units this kind of cards providing are completely replace the regular units in the game, because they are stronger and infinite. People will always use the Bourbon Royal Musketeers rather than the regular Musketeers. Really not like this way of design. The free NE wagon also save the wood for the Barrack.
Any non-default skins for the Chinese hero are a bit awkward.
This outlaw woman will train some monks to follow her.
I like the female skin and the skin of a fictional character!
Maybe Joan of Arc could be a potential skin too. A maiden in admiration of Joan poses as her, as she stands up for France again centuries later.
Just by the way. Is it possible for the Ottoman Explorer to have proper female skins?
Perhaps a sultan’s powerful chief consort (Haseki Sultan) or mother (Valide Sultan), like Roxelana or Turhan. But it seems that many of them are not born Turks, and their noble status is not suitable for wandering in the new world.
The another direction is court ladies, such as Odalisque, Cariye, or Kalfa. They can be young and beautiful women with talents in singing and dancing. But they usually have a background of enslavement and were focused too much on the “other thing” in early Western usage. The status of court ladies also seems not so suitable to appear in the new world.
Since there is flamenca already, maybe it could be just a çengi (Turkish belly dancer) for the Ottoman simply?