Not really OP at all.
I thought a lot about “Treaty issues” when designing it, so I decided to treat them as 50food crate: they were 100f crates every 1 min for 10min (1000f at best). So not op at all. Specially because losing the TP makes you lose the tech and the effect forever. Plus the tech itself is worth 4 sheeps alone in food cost.
Cheyenne hunting grounds deliver 12 bisons at once and it’s much, much more powerful albeit it’s not even considered OP. Even with sheep being fully fattened this tech (300f* 12) is inferior than Cheyenne’s (500f* 12) and I’m not even considering the time invested there.
I was thinking about a technology that reduces food cost too! But not for Shaolin. For them I was thinking about a faster attack rate for shock infantry.
At this point it is difficult to be original. It is more likely to converge. The most original thing I could find was his fight against pirates, and an effective native unit against mersenaries seems interesting to me.
Exactly, if this were the case, the infinite shipment of 7 sheep + a pen would be a broken strategy. That is why I think that waiting for the cattle to fatten is useless in most cases. I have made a proposal that cattle really be useful.
No need for trickles, could be a tech, or indeed one of the techs that grants you the minor civ: so if you ally with Quechua you have automatically the speed bonus, and then defending the TP is more important.
A tech with a cost would be easier as you said, but I have doubts about balancing 20+ passive bonus.
I’ve always thought TPs on Native Settlements should have been the ones to give passive XP instead of the Church. That would make things much more simple, easier and rewarding, but then: what would the Church provide?
In my opinion, Tupi should have the exact same tech as Yoruba Herbalism but both should just be called Herbalism. Yoruba have enough techs and it would help people be more familiar with the tech offerings and learn them faster if some were shared across minor factions.
We will have a reason to train priests or imams and these would generate experience if they are within their respective temples. The limit would be 5 and they would not occupy a population.
I thought the same about a tech that would give XP as Maya, but there was a tech that already does that (ZEN MEDITATION). I was going to duplicate it but I ended up just modifying it a bit and called it “Maya Astronomy Codices.”
Been a while. Random thought about Nootka. While Bark Clothing is nice, it’s not too terribly flexible. One way to buff it might be add an effect of +20% Native Warrior HP. Helps Nootka indirectly, as well as full native strats. Maybe increase cost (e.g. 175w 175c) to compensate.
Good to know!
Cree was reworked because of USA. I suppose Mayas and Zapotecs were reworked because of Mexico (?). At least we can risk their name out of the list!
To rework/improve Legacy Natives they have to address, in this order:
1) The units first (they need to be remarkable somehow: no reason on having 5 versions of Pikeman)
2) The techs (they need more technologies to match the African natives: more utility and less situational techs)
3) The convenience about using (TP is too expensive, provides nothing on settlements and we still need embassies, no politician)
Did you find anything about The Udasi? They are one tough civ to uncover unique things to the game. I’m finding nothing to be included and to be apart of Bhakti/ Shaolin.
Even their techs are diverse: Punjabi region, Chakrams, Sikths… and not coherent with one single line.
Look in the ordinary google search engine and it says little that could be an interesting mechanic. It doesn’t even relate to war or economy or things like that.
We would have to google academic.
Someone else help and don’t leave us all the work.
As I’ve said, I don’t think Legacy natives need to be changed too much. It would be nice for Maya and Seminole to receive a 3rd tech each, as I’ve elaborated on earlier in this thread.
For Maya specifically, if the Mexico preview is any indication, it seems the Holcan Spearmen may gain a ranged attack, similar to the Gescanya.
Stat changes to rebalance units and techs are fine imo, but I’m more hesitant on totally reworking their design from the ground up. Just like I feel the British don’t need to be changed to match Hausa or Mexico, the Cherokee don’t need to be overhauled to match the Berbers.
I don’t envision it like that, it’s not a “throw-away and grab a brand new one” redesign.
They don’t need to be outstanding: the units just need to be remarkable somehow to set them apart of ordinary units. It’s not a big deal (if anything, that will give them even more identity).
For instance, we already have:
Navajo: invisibility Cree: lots of HP Sufi: it’s an elephant Cheyenne: has natural bonus vs cavalry Zapotec: has bonus vs Heavy Infantry (available JPK)
**Udasi:**good vs HI (available Grenadier) Mapuche: one has area damage (available Doppelsoldner). The other is the only cavalry that snares. Maya: is no longer just a random pikeman as of Mexico. Now he is the only javelin native, so he attacks closer enemies faster.
We just need all the other 14 to have a “mojo” instead of being simple re-skins. Obviously, it does not excerpt of a much needed stats balance for most o them.
Speaking of that, one of Cherokee and Klamath should get a something like a “maneuver ability” and the other the scouting ability (temporarily obtain the LOS of the target) similar to the Mexican skirmisher. They are now basically the same.
Sharktooth and blackwood are quite similar despite different stats (sharktooth more tanky). Maybe give blackwood a poisoned attack as already suggested.
Sohei, Nootka clubman and huaminca are basically the same pikeman with slightly tweaked stats. As Ironwood clubman already has AOE, maybe give huaminca a range, Nootka a charged AOE attack, sohei a regeneration.
Unit stats can be changed accordingly.