if they changed the Aenna firing animation and argubly gave it similar treatment to the cetan bowman, I am pretty sure that haud would have no need for like a lot of wood
The gun running big button is weird. It works well with the mortars but with the outlaws, Iâm not sure what the point is. Itâs so expensive that youâre never going to be able to get it for the outlaws and by the time you want to get it for the mortars the outlaws are even more useless than they were already. I think the three outlaws should be available by default in ages 2 or 3 and the BB should upgrade them. Itâd be cool if it turned them into their US or Mexico counterparts depending on the civ and then the Lakota outlaw shipments would no longer fill that role and could be lowered to their original coin cost.
Iâm curious about this change. How does it suppose to work? There is no reason to build multiples Tepees since they donât stack anymore, so youâd just build a few of them close to mines and hunts ?
I like the (economic/lore) concept behind it very much, theyâll be almost like a âGlobal Granaryâ. The thing is that some cards break the need of building more Teepees, so the 12-> 20 might be irrelevant. Specailly because they donât stack anymore.
Itâs weird all those cards/techs for teepees, Iâm not sure whether itâs awesome or troublesome because someone always comes up with some crazy broken combos.
I just feel that you devs should be gentle about all those effects that boost other things: everything has been a big âpercentageâ for lots of things in the last few patches, in a way that completely overturns the standard ârestrictionsâ.
Overall I REALLY enjoyed this rework. My only concerns, as mentioned before, are their economy and the siege . Other than that I appreciate the effort, specially the big buttons!
By the way since youâve been ALWAYS touching mercs, outlaws in the last few months may I suggest you a thing? Why donât you update the cards that make mercenary shipments cheaper into an"arrives fast!" card?
- They are never used, by supremacy or TR-40.
- They are a shipment that require shipments. And coin.And those shipments arrive in 60s instead of usual 40s
- They donât make merc shipments arrive fast.
- Their effect is pretty weak .
- We should see them as a tech that require XP as cost and not coin
- Itâs better and easier than creating so many gimmicks, techs and cards to make mercs more viable with every new civ, patch or rework. It ends up upseting a lot of players having so many thingsacross the board
Iâm talking specifically about:
-
Mercenary Loyalty(III): Mercenary shipments cost -10% to -25% / available to most civs
-
Religious Unity(III): Zapotec and Maya Allies, Renegade Spanish, Recruit Buccaneer(s), and (Great) Temple Support shipments cost -10% to -60%/ available to Aztec
-
National Unity(III): Cayuga Support, Onondaga Support, Seneca Support, Tuscarora Support, Oneida Support, and Mohawk Support shipments cost -75%/ available to Haud,
Even if the mechanics are changed I donât see the problem. The more unique and realistic a civilization is, the better. âLakota miningâ is one of those crazy mechanics that I hope will change in the future. This is my proposal about it: Possible New plot solution on obtaining Lakota and Haudenosaunee coins
And this is a card that helps in the late game or treaty economy of the Lakota. If they improve the economy of the Lakota, it will not be necessary for their cavalry to be OP:
A Possible New Letter to the Lakota: 'The White Buffaloâ
You will receive a white buffalo that will give you 2000 experience and he will be able to work in the square with the rhythm of 5 workers and will count as 5 workers. In case it dies you can create it in the square. (Age IV) (Does not occupy population)
Another change I hope they make in the future is to remove the Mayan ally card for the Incas, which Iâm sure doesnât make sense. Unless Iâm the one ignoring something.
Thatâs not the only native ally card that doesnât make sense. I donât think thereâs proof that Incas and Tupis met, for example.
IRC Inca empire traded with tribes from the Amazones, IDK if they were specifically Tupis.
they are really pushing the TP play here arent they
Or teepee, market, hunting dogs?
Yes
Yeah, but TP Is Best, you can Advance with mensager and send fast 4 axe ryders to raid very early
I see they havenât fixed the building flags yetâŠ
for the early game the TP is probably better since if you get earlier TP you get 3 vils faster which allows you to age up faster as well, you can then chop for wood in transition and get the teepee and market
Interesting. Iâll check it out after pup is released (presuming the 2 wood crates stay).
Wonder if in a no TP map itâs worth securing a native site and getting the xp boost from that.
i feel it slow before the nerf (-50% to -33%)
But i hope it wil not be a dutch 2.0
Starting from the next update, all maps without TP will be removed and updated by maps with tp line, if you can ally with natives, but you will always have the other possibility.
No way thatâs crazy. I like non TP maps but sure if it helps simplify the balance of the game (presumably) then I can go along with it
I love the eco boosting teepees, itâs like having a smaller version of the Maltas villager tower buffer (age 3 card). Also, it can be used like the English manor houses providing line of sight round an expansive base giving villagers warning for raids, and discouraging the opponent from fighting near one.