I’m not South American but I’ve thought for years that the Sabertooth hunting theme from Walking with Beasts would be a good basis for a Mapuche theme. It uses that rubber band-sounding instrument they use among others.
To be the devil’s advocate, I think it is more related to the multiple choice mechanic being somehow incompatible with the classic campaign UI (I agree it looks out of place thou).
So what? What’s the problem? The Incas were bland when they were first created, back when they were still just modders. They have been retouched several times over the years.
Even the UT is no longer the original one (thankfully).
Yeah i kinda agree. It’s weird to have a Bonus applied that is contrary to “optimal gameplay”.
But imo it could be a solution if it was a non-stacking stat boost to all living units around. So then you want to “sacrifice” single guechas to boost your whole army. But you wouldn’t get rewarded for jsut taking bad fights.
I think this could work, like + 10 % Speed and + 20 % Attack Speed in a way bigger Area, at least double the Radius of the current. And applied to all units around, not just Guecha themselves. If it’s not stacking this could be a very interesting Gimmick you could actually play around rather than “you don’t lose as hard as you would normally” of the current.
I also think the healing bonus is weirdly applied to a civ with amazing monks.
I feel like they are super afraid of making a strong Skirmisher Unit right now because of the current Meta. Maybe that’s why they seem so weak.
Their main strength is population efficiency. Once you got a lot of them they are really hard to take down. They have high HP plus their heal bonus that will make it easy to keep them alive. Their high speeds certainly helps with that.
Their shorter range is also indirectly an advantage because it automatically puts them in front of your more vulnerable archers, which are also faster allowing you to micro both units together.
I think it’s one of those kinda units that can get OP very quickly if the balance is just slightly off.
Yeah… that’s why I question the basic design choice here. A fast Skirmisher/Power Unit hybrid is in the current state of the game really hard to balance.
Would be different if there was a dedicated Skirmisher counter that doesn’t dies to Halbs other than mangonels which lead to very volatile games. Some civs have BBC which are somehow suitable in the lategame, but they will also be very unpractical against a fast moving Skirmisher.
It’s funny, we just had so many discussions about Skirms - and now the Guechas who try to get in a Nieche that just can’t exist within the current realm of unit rosters in the game without breaking it.
(Btw Rattans which aren’t even designed as a “Skirmisher” unit are already really close to that breakpoint and in several matchups can completely dominate - even witth their comparably high cost)
I like the idea of a powerful Skirmisher with a high gold cost, but it has to actually perform well, at least against the units it’s supposed to counter. Ornlu mentioned that he’d prefer to see the cost reduced; personally, I’d rather keep the cost the same and have the stats justify it.
Even if they were discounted they would still be one of the most expensive foot archers and just making them stronger could make them too population efficient.
But being strong is kinda their thing so it would double down on their identity instead of watering it down.
great. they have a different drop off building. big deal. /s
You arn’t supposed to play militia line with Inca anyway, you were supposed to play Eagles. now you play Champi. direct switch.
Maybe slingers are a credible change.Singers have gold cost replaced with wood and some bonus damage moved around.. but you really can’t complain about how it plays without even playing it.
even just having a lumber camp that’s 3x3 instead of 2x2 would make lumberjacks more efficient by several %-points. a significant eco boost. being able to use it for other resources as well is an additional saving.
you dismissing this as an irrelevant change makes me think you don’t have any understanding of competitive play.
depends on the matchup. champi and eagles look like very different units, with different roles and very different cost (eageles are way heavier on gold).
Again, calling this a “direct switch” is just absurd. you need a very different eco setup, you will encounter different counter units (many civs will try to counter eagles with their own militia, this is way weaker against champi), you can start massing them earlier (can start making them in dark age, train way faster)
It feels like you have no idea what you are talking about.
i can see how much was changed in a civ I like, without seeing any justification of why it was done.
I understand what you are saying. I just don’t think its as big a deal as you do, and its not worth monopolizing a forum thread over.
This game is in such a great place. None of these changes are going to swing balance very much, According to AOE2Insights, as of today for 1900+ ELO, the top winrate civ is 59% (Chinese) and the lowest is 44.0% (Portuguese). That’s pretty awesome the devs have gotten all the civs that equal. None of these changes are going to push Inca below 44% or above 59%.
the statements you made are removed from the reality of the game. I am informing you what impression these statements make. The fact that you didn’t even engage with any of the actual arguments is very telling as well.
pathing - broken
lobbies - broken
smurfing - unaddressed
ranked - full of map dodging
crashes - frequent
communication with dev team - nonexistent
new civ additions - gimmicky bullshit
are we playing the same game?
I didn’t claim it would make them OP or underpowered. I am claiming it’s a massive overhaul to a well established civ, which doesn’t require an overhaul.
Actually disagree. The blunt food cost bonus made them just freakingly strong without adding anything to an otherwise interesting civ.
Unfortunately exactly this Bonus stays. But it tells a lot about people if they don’t see the issues with that Bonus tbh. Especially when it’s given to a civ like Incas who are designed as a counter unit civ, not a civ that just spams out whatever seems kinda useful at that moment. It killed the whole identity of the civ - and btw again after the trush and villager nerfs.
The new !rework" actually doesn’t change the civ that much actually. It’s still a stupidly spam units civ.
oh, i think we can agree on the food bonus not being interesting. I am not opposed to the Inca getting minor changes and maybe a replacement for their food bonus.
I don’t have a strong opinion on whether the new Inca will be OP or not, I was just pointing out to the person i was replying to that they weren’t even engaging with what I was writing (while ironically also claiming i was insulting them)
yep. however going from the eagle to the champi seems like another step away from counter units. The eagle warrior is at least in some regards a clear counter, while the champi seems even more like a generalist unit.
First of all. i DID say that I understand your point. These are changes to an existing Civ, those are facts. Secondly, You are attacking people just for having a different opinion than you. You seemly can’t handle someone actually enjoying this game.
Evidently not. I am playing Age of Empires 2: definitive edition, the greatest game ever.
I finally got to take a look at the Brazilian translation of The Last Chieftains and I’m once again disappointed. The Brazilian translation of DE is mostly good but it has a lot of mistakes that have never been addressed despite my constant complaints, and TLC introduces a few more.
Javelinas are called “Porco Selvagem” (Wild Pig), which makes no sense. “Caititu” or “Pecari” would be better (I prefer Caititu personally).
The riderless camel is called “Cameleiro” (Camel Rider) when the correct would be “Camelo”.
The Sun Clan is called Clã do Sol (as in the Sun in the sky) when it should be called Clã Sun
Gurjaras are called “Os gurjares” instead of just “Gurjares” (“os” meaning “the”, which shouldn’t be included in the civ name).
The new Hulk unit is called Pontão (which I never heard of but IS a term for a ship, just a stationary one instead of a Warship), but the upgrade is called Hulk de Guerra
And the names of the new animals seem to be transcribed directly from English. Rhea became Reia when it should be Ema, and Caiman and Tapir are unchanged when Jacaré and Anta are much more common. At least they got capivara right.
Jan Zizka’s Brazilian VA died, so I don’t mind this being unfixed, but he pronounces the name as Djan Zisca when what I understand to be the correct pronunciation would be “Yan Djidjka” (correct me if I’m wrong)
The DLC is too expensive for me right now, so I can’t check for mistakes in the new campaigns.
The Iberapema Warrior becomes Guerreiro Ibirapema, which isn’t necessarily a mistake but makes Ibirapema sound like an adjective. Addding “de” (with/from/of) or “com” (with) in the middle would make it clearer. Additionally, all “Elite” upgrades add “de elite” at the end of the default unit name, but for some reason the Elite name for this unit in the hover tips goes “Guerreiro de Elite Ibirapema” instead of “Guerreiro Ibirapema de Elite” (which makes the missing “de/com” even more glaring).
The champi line has a similar problem, on top of having inconsistent naming logic:
Additionally, in the tech tree, the first two stages also appear as Guerreiro Champi (Guerreiro Champi Terrestre in the hover tips). A better progression would be Batedor de/com Champi > Corredor de/com Champi > Guerreiro de/com Champi > Guerreiro de/com Champi de Elite.
And the Blackwood Archer becomes Arqueiro Tupi (I guess there’s no Portuguese term equivalent to Blackwood), but for some reason the hover tips for it and its upgrade say “Arqueiros” instead of "Arqueiro.
Another thing that isn’t a mistake is the Muiscas are called Chibchas in the Brazilian translation, which I find interesting. And jaguars are more commonly known as onça (the ç sounds like an S, not like a K) depending on the region of Brazil, but I’ve been preferring jaguar as it comes from Tupi and the Brazilian translation uses that, which I’m glad for.
The Amazonia map wasn’t updated at all, including to add the new animals and flora (and remove the turkeys, which don’t live in South America). I still gotta check campaign scenarios but it seems Montezuma doesn’t get any of the new stuff either, so I’m guessing the Historical Battle/V&V ones also don’t.
That’s what I plan to do, after I finish checking everything.
Didn’t know that.
Anyway, I finished checking the campaigns I have access to.
No scenario out of Montezuma, Dos Pilas, Drake, Vinlandsaga and Karlsefni uses any of the new animals, even though at least the snake would fit (and the Caiman and Black Jaguar, outside of Vinlandsaga and Karlsefni).
Drake could also have capybaras, as there’s a species that lives around the region represented: Lesser capybara - Wikipedia
Pachacuti now exclusively uses black panthers instead of jaguars, which ends up being really cartoony.
Snakes seem to be completely unused, though I don’t have access to TLC campaigns and I haven’t checked scenarios set exclusively in the Old World.
They should really have added pumas, marsh deer and maned wolves too, pumas live all through North, Central and South America and Maned Wolves and Marsh Deer would add more animals that actually live in Brazil.
Edit: Almost forgot to point this out: While checking the scenarios I found out the War Hulk is actually called Pontão de Guerra in-game, but Hulk de Guerra in the tech tree and in the hover tip for the upgrade tech.