#1 it depends on the player, I know alot of people who don’t like laming #2 Picking off enemy villagers at the start would be hard as they are going to be fairly close to a wallable area, would require alot of micro as well to be harassing enemy, scout with the other one, and work economy
Not to mention, like I said, if they have a powerful dark age than the later the game gets they get considerably worse. All the second player has to do is hold off and get to feudel
It is an eco bonus(and a slight military) the way I see it being used. Helps you find your rss earlier, and then scout the map/enemy base. You can also harass the enemy a little once you are finished scouting your base, since then you only have 2 things to micro
Still is not “gamebreaking” as you called it
Did I say they were trash out of Dark age? I said they would get worse the longer the game goes on, not become trash. Don’t exaggerate dude.
nobody worth there salt is going to have an issue finding their resources, as a matter of fact the maps have been making it easier to find them on as is.
or i can use my one scout to find my resources and send the other one off to set the enemy seriously behind as he has to wall in his woodline right away, or i can steal a boar or sheep and make his eco suffer for it.
go ask pros what they would think about a civ starting with a second scout unit in the dark age.
you literally said
so this was your own words and i was taking you at it.
Are you blind or something? This is the second time you take my words out of context, I said you find your rss faster, and then you have 2 scouts to harass enemy, seriously you must enjoy quote mining
I doubt that the enemy would have a vill getting wood by the time your scout got there if you send your scout there immediately. And like I said, not all people like to lame(Mbl would love it though, lol)
Keep avoiding
No I didn’t
Once the player gets to feudel it will take the strain off, as he can just build pikes, but his eco will still be behind. Again, quote mining
which isn’t an issue. how many times have you seen lately a pro actually have issue finding his resources and actually have idle villagers because of it?
or i can have 1 do like normal and join the other one later, allowing me to start harassing earlier which makes it harder for my opponent to get up his lumber mill and what not.
you mean spears, and doesn’t mean much because those spears would be easily countered by bringing my own man at arms along, or archers. either way youve put the other player seriously behind the 8 ball.
I never said players have issues finding their rss, but apparently you only read what you want to read.
You do realize their scout can just defend the vill until the LC and walls go up right?
Yes, thank you for correcting me
1 to 2 spears aren’t much of an investment and they would give you enough breathing room to get a few more walls up. If you are investing in men-at-arms you are going pretty heavy on aggression, not to mention we aren’t taking into account other civ bonuses.
unussual bonuses:
-Your starting tc spawns a pack of 5 archer/infantry/cav units whan u advance
-units can be orderd to mount or dismount ( ca can become archers and kinghts longswords for rxample)
UU that can block all of the enemys attack
vills need no drop off points ( just like khmer but for all vills: chopers farmers miners etc)
first castle costs 0 stone
UT that can “borrow” one of the enemy bonuses ( u get the bonus aswell as ur enemy )
Impossible to balance, and would be OP. Enemy brings out pikes to counter your knights and, whoop, they are fighting longswords. Or skirms to counter your archers and whoop, Cav archers are running away
This is unfair to the Khmer, villagers would have to collect fairly slow for it to be balanced and not OP
Also OP. You can just castle drop without taking the vill time to collect stone, or you can collect stone, and then 2 castle drop
Has the potential to be OP
So you can get Loom while getting villagers, or wheelbarrow, or town watch, ect ect. Leads to a high vill lead, and military lead
receive a refund when deleting buildings, when losing building foundations (to enemy attacks), and a bigger refund when deleting building foundations
– Specifically, the refund could/should depend on the amount of damage that has been done to the building, as refund = cost * damaged_hp / max_hp, so that there are no breakpoints where it’s important to delete fast enough or delay deleting.
A few days ago during some team games one of my friends suggested a bonus that rams can carry more units. This could be either a team bonus or a civ bonus I think.