We need extra buttons for artillery, urgently for mortar because it starts shooting some random unit instead of buildings. That or back to previous [mortar can only hit buildings] because treaty games are a mess of walls and micro gets too much stressful.
Who could knowā¦ I was against the chance since minute 1. Siege elephants are a proof of how annoying it is
We allready have buttons to differ fireing modesā¦ itād be a relative easy fix to the mortars.
Viceroyalty of New Spain
In addition to the current benefits, it makes the ā7 sheep + one economic building (infinite)ā card able to build haciendas
7 Sheep + 1 Homestead Wagon
In addition to the current benefits, you can build/rebuild haciendas once the card is sent āViceroyalty of New Spainā.
Of course, it is only for Spain (obviously).
I could be wrong, but isnāt the reason why Spain canāt build Haciendas because they were more important to the American colonies?
In any case, I propose giving the Hispanic revolutions the ability to build this building as a base and then give them some cards that allow this building to be specialized to something representative of civilization.
For example, the Haciendas of Peru could train Aplacas that when fattened to the maximum, the Haciendas can automatically sell their wool to earn an amount of gold. (It would be a mechanism similar to that of the African markets, but the animal is not lost, it only restarts its fattening cycle)
PS: The Alpaca cannot be slaughtered, but neither can it be stolen. (this to avoid exploits)
Thats why Mexican and USA werent the best options as Downloadable Content (D-L-C is banned lol)
Since they already are, from my POV I agree with each hispanic country getting a specialized Hacienda through cards whike Spain gets diluted version of them via Viceroyalties cards. Like USA does with immigrant cards
Haudenosaunee:
2 Ideas - mentioned both earlier elsewhere in the forums here, but you can just read the simple parts here:
- Age I Native Coercion/Allies Card granting a choice of Cherokee, Huron or Cree allies alongside 2 of their techs, generally with 1 tech being economic & 1 production/unit focussed.
- Change the Tribal-Nation Support Cards slightly & get rid of the 25% Coin Cost Reduction Card in Age III that affects these supports. The major change should be a slight buff to the unit(s) being sent or the economy in the case of the T.C. Travois & Villesā¦ but reduce the power of these cards/their base units slightly.
ā Both alterations to Haude should have them nerfed in some other way, but the cost of sending a native allies card & then getting any techs for example should be taken into consideration - with it being something similar to France & the Ancien Regime!
Give Age I āChoose Native Allies Cardā to the Civ - picking from Cree, Huron & Cherokee for 3 variable ECONOMIC purposes (as two have skirms - which Haude already has 2 of, then the other has weaker mantlets that again Haude already has & for cheaper essentially).
The 2 techs for Cree would be Cree Kinship (-45% reduced Native Warriour & Cree C.D.B. Train Time) since this would be a NATIVES build that we could buff as a viable strategy + Cree Textile Craftmanship (WHICH would probably not be needed as we have travois to build instead) - however it could be useful for a quick rebuild later on if base trades come inā¦ INSTEAD the Cree might give - Cree Tanning (+5% Hitpoints for units) instead to make this the least economic of the 3 options.
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The 2 techs for Huron would be Fish Wedding (+15% gather rate for boats/canoes, ships & so on) + Huron Sun Ceremony, the duality in this minor civ choice is with fish giving a strong coin & food income that helps mass Huron mantlets which are much weaker - though potentially much cheaper with the Native Warriour Conscription Card & are not SUPER BUFFED by the Beaver Wars tech into the late game.
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The 2 techs for the Cherokee would be Cherokee War Dance (Native Warriours movespeed increased by 20%) - this seems reasonable apart from a very few exceptional cases which are too unlikely to happen in any ranked game above 1100/1200 (e.g. Apache/Commanche giving 1.5x damage dragoons versus villes & another +5% cav speed respectively alongside Haudeās 10% corral big button) + EITHER Sequoyahās Cherokee Syllabary (ships 4 villagers) - these are nice, but donāt give build Exp, end up costing 200 wood & coin to get (which is far more expensive than it really ought to be ALREADY so itās not O.P.) or more likely the Cherokee Basket Weaving (Various techs Techs across many buildings cost no wood - generally for HAUDE it is the Big Button Techs costing no wood & 1 or 2 Dock Techs too which are more applicableā¦ ONLY the Age V Large Scale Gathering & Excessive Tribute are greatly enhanced by this Eco-wise apart from Fur Dressing).
Thus for Haude this 1 card could allow them to SLOW THEIR attack-TEMPO as the game developers seem to wish from this one in particular, but a lot of civs in general. Without losing out to the massive eco of othersā¦ i.e. how does 70% longer lasting wood help Haudeās Eco if they donāt have a higher weighted wood costing unit in Age II? It also stops forcing them to be a āWARHUT Wonder Civā (joke based upon calling some āArtistsā - One Hit Wonders)! Where they can finally get out from the āget lucky nootka nativesā or āhope your BALANCE of tomahawk + aenna & your 4 Kanya can make it happen in Age IIā. If youāre going to Age III, then youāre on a thin-wire of whether youāve done the damage needed without any REAL siege or you lose out eco-wise later on super easily!
Reworking Haudeās unit-shipments mostly would be the best manner to re-organise after this change I think. Changing the creation time of F.P.s again or making aenna cost a few wood or a bit more food would just suck too much out of the civā¦ (Unless you follow the next option)!
- So focus on making it 1 less F.P. & Tomahawk in a shipment or EVEN BETTER just work the Age III āMohawk, Oneida, etc. Supportā shipments into being a major choice for the civ. Instead of 1000 coin each & that USELESS card making them 25% cheaper, have the TECHNOLOGY that still makes them 25% cheaper at the Marketplace - just each ONE sent reduces the cost of the others by 10% probably & they give unit buffs like Aztecs & Incasā¦ just you wouldnāt need anything excessive like the āEagle Runner Knight +4 Range & LoSā!
- So here the 10% reduction is based on the current cost of cardsā¦ or is based on the BASE 1000 Coin. And so with the 25% tech - it goes to 750 for each. Then you send one of them for that (1) 750 coin - the next one now costs (2) 675 or 650. As you go down the list theyāre now costing (3) 608/550, (4) 547/450, (5) 492/350, (6) 443/250.
It would end up costing 3000 coin to send all 6 shipments - which sounds cheap, but Incas can reduce theirs - Lakota get 10 choices & some send food (500 or 4500+ in terms of 9 bison), etc. So really I think a few tweaks elsewhere for the civ would open up both of these changes IN PART, less likely in full.
Keep Argentina or add Chile?..
(Iām totally not from Chile you guys, Iām not at all biased, I totally donāt want āthe best pais de Chile DLCā)
El Chileno menos pasado pa la punta.
I would add more stuff for Revolutions, like Imperial Age techs, so they get an even more singular identity each. Maybe for Euro civs, you could get cards that synergize well with some Revolutions, like, I donāt know, āPisco chilenoā (real pisco), which lowers the prize of the Chilean rev, or āPisco peruanoā (fake pisco), or āChocolate argentinoā or whateverā¦
Like, give a criollo identity even before the Revolution
Hopefully the developers add cards that give the Hispanic revolutions their own version of the Hacienda.
Proposal for the Haciendas.
Argentina: Haciendas produce cows for free no matter what production mode they are in and the Barbecue card is added to the Argentine deck.
Chile: Chilean Haciendas can produce Settler Wagon and normal settlers 30% faster.
Peru: Haciendas allow you to train alpacas (up to a maximum of 40), alpacas produce gold while they are on a Hacienda regardless of what the hacienda is working on. (Alpacas cannot be stolen or eliminated by any allied player.
Gran Colombia: The Haciendas create llaneros in batches of 2 and produce 20% more in all their modes.
Mexico: No changes except increasing the number of Haciendas to 6.
All revolutions: now lose the ability to build plantations and mills, but can build up to 4 Haciendas, except Mexico which can build 6.
Personally, I would also give all Hispanic revolutions the ability to train soldiers to replace the conventional musketeer.
In this specific case, I think it would be better to eliminate the Argentine revolution as an option for Germans, first because the revolution really does not benefit from practically anything about civilization and second because civilization does not benefit much from the revolution either.
Chile is for all intents and purposes perfect for this civilization.
For example.
The bonus from Germany is perfect for Chile, receiving a death hussar for each shipment would be great.
The Military Parade card could have the effect for this civilization of replacing the Hulans and German guerrillas with their Prussian version.
Chile is also one of the only revolutions that can only be used with one civilization.
I also think that the Germans need some new revolutions that really take advantage of the base civilization and do not need previous cards.
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I purpose changing the Papal Bombard attack to 4.0 ROF, like the Liāl Bombard. All Papal units are like their mercenary counterparts (except Papal Guard) but better in any way (except massability)
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Should ever be a way to improve Gurkhas or grant buildable Urumis for India? Massed Dragoons are a nightmare for Mughals, I think.
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This may be controversial, but I think Prince Electors Hannoverians should not grant the Drummer. They are too useful to not to use them. Why choose another option?
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More after-game graphs: Artillery killed, Infantry killed, Cavalry killed. Resource production/minute.
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New INF Mercenary cards, like that Italian card "French Company ( Ships 7 Mounted Riflemen and 8 Fusiliers; costs 1000F, 1000W, 1000C. and INF mercenary for Asians, and possible improvement at least for their exclusive mercs (Jat, Iron Troop, Yojimbo).
- Golden ginkgo trees instead of cherry blossom trees in Japanese HC.
- Snow covered trees instead of cherry blossom trees in Japanese HC.
- A miko priestess with a broom walking around in Japanese HC.
- A ninja sneaking on the roofs in Japanese HC.
- Dragon boats instead of normal boats in Chinese HC.
- An festival of lion dance or dragon dance in Chinese HC.
- A new skin with a musket for the patrolling guard in Indian HC.
- A cannon on the tower of the fortress in Indian HC.
- New skins for the people in Haudenosaunee and Lakota HC.
- A hunting dog beside the chief in Haudenosaunee and Lakota HC.
- Peruvian dogs frolicking in the marketplace in Incan HC.
- Live domestic turkeys for sale in the marketplace in Aztec HC.
- Macaw parrots soaring in the sky in Aztec and Mexican HC.
- Major Cooper walking around in United States HC.
- Women carrying a pot of water on her head and walking in Hausa and Ethiopian HC.
- A Sebastopol Mortar placed on the top of the palace in Ethiopian HC.
- Fishing canoes docked on the shore next to the waterplace in Hausa HC.
- A night skybox in European HCs.
- A rainy skybox in European HCs.
- A snowy skybox in European HCs.
- A smoggy skybox in British HC.
- A summer sunny skybox in Russian HC.
I would also add some parades and festivals for European Home Cities - where nothing happens. In addition, I would also like to see AI Personalities walking the streets of Home City.
By the way, a cool thing would be alternative Home Cities that could be chosen (like Rome and Florence for Italians civ, Madrid for Spanish civ, Moscow for Russians civā¦) - just like Hero unit skins.
Maybe military parades. But Iād like to see more unique festivals than a generic European style military parade.
Itād be weird to see the emperors and empresses just walk around like an ordinary person.
Iād like to see some Easter Eggs such like history amateurs in an outfit of the AoE2 units walking on or standing beside the streets:
- Longbowman or Champion for British.
- Flemish Militia or Hand Cannoneer for Dutch.
- Throwing Axeman or Frankish Paladin for French.
- Villager (both gender) or Teutonic Knight for Germans.
- Boyar of Streltsy (AoE4) for Russians.
- Berserk or Longship (on the water) for Swedes.
- Monk or Caravel (on the water) for Portuguese.
- Conquistador or Missionary for Spanish.
- Genoese Crossbowman or Condottierro for Italians.
- Arbalester or Knight for Maltese.
- Janissary for Ottomans.
- Jaguar Warrior or Eagle Warrior for Aztec.
- Kamayuk or Slinger for Inca.
- Chu Ko Nu for Chinese.
- Samurai for Japanese.
- Ghulam for Indians.
- British: Birmingham
- French: Lyon
- Dutch: Rotterdam
- Germans: Vienna
- Swedes: Gothenburg
- Russians: Moscow
- Chinese: Guangzhou (If Imperial Treasure Fleet cannot be regarded as second home city)
- Japanese: Osaka
- Indians: Mumbai
Oktoberfest, Running of the bulls, Krampusnacht, Royal Wedding Parade
You can certainly find something to suit every Home City.
Eh, theyād be a little OP. 55% hp and 45% attack in upgrades as well as a 1.3 vs other goons.
There is a revolution that allowed them to be improved to imperial and you can create them in military buildings. With what I propose they would continue to be limited by shipping.
- British: Victorian London, Edinburgh, Liverpool, Dublin
- French: Versailles, Marseille, Orleans
- Dutch: Hague, Utrecht, Antwerp?, Brussels?, Ghent?
- Germans: Cologne, Hamburg, Kƶnigsberg, Munich, Dresden, Frankfurt, Breslau
- Swedes: Malmƶ, Uppsala, Helsinki, Riga, Reval
- Russians: Odessa, Kyiv, Tiflis, Kazan, Baku, Minsk, Veliky Novgorod, Yerevan
- Chinese: Hong Kong, Shenyang, Nanjing
- Japanese: Yokohama, Kyoto
- Indians: Calcutta, Bengaluru, Madras
And in addition:
- Spanish: Madrid, Barcelona, Valencia, Bilbao
- Portuguese: Porto, Braga
- Ottomans: Athens, Sofia, Edrine, Cairo, Jerusalem, Tripoli, Tunis, Mecca, Baghdad
- Maltese: Rodos
- Italians: Rome, Milan, Florence, Turin, Genoa, Naples, Palermo, Vatican
- USA: New York, Chicago, Boston, Philadelphia
- Mexicans: Veracruz, Guadalajara
- Ethiopians: Addis Ababa, Mekelle
- Hausa: Sokoto
- Aztecs: Texcoco, Tlacopan
- Incas: Machu Picchu, Willkapampa
Unfortunately I have no idea for Haudenosaunee and Lakota alternatives Home Citiesā¦
Please this specifically. Maybe add some occasional jumping
Problem is the home cities (esp earlier ones) do not look like the actual cities in reality, except one or two landmark buildings.
So being able to change the landmarks beyond color schemes is sufficient.