After getting to try out the Royal Houses first hand, I can say they’re nice additions to the game. Sure they’re pretty overtuned (since nobody uses natives) but the devs have carved out new and interesting techs and were successfully able to differentiate 5 musketeers and 5-ish skirmishers without any of them feeling too bland. However, I wanted to compile some missed opportunities. These aren’t gonna be new ideas per se, just fixes suggested based on potential oversights/bugs.
Bourbon:
The Royal Horseman displays 4 pop when in the TP but is functionally 5 pop in game. You can even see the your population increase by one from when it’s in queue to when it spawns. This seems like a legit bug and should probably be corrected.
Habsburg:
When you double click Mounted Infantry it also selects any Dismounted Infantry on screen. There’s probably no way to fix this, especially given they’re promotion units, but this is more a heads-up for any players who aren’t practiced with control groups.
Hanover:
I find it funny that the description of “Act of Union” says the Hanover Flag will spawn a “random” English, Scottish, and Irish merc because, as near as I can tell, it will always spawn a Harquebusier, a Highlander, and a Brigadier as those are the only English, Scottish, and Irish mercs. Let me know if I’m forgetting any, but it feels like most of the Euro mercs are German or French.
Also, the Factory from Victorian Age is technically a different unit from normal Factories, but this means it isn’t selected when you double click the regular Factories.
Phanar:
The Evzone techs in the Athos Monastery very strictly respect built limits. That is, if even you would go over the build limit the tech fails to activate. So for example, if you have 9 Evzone and your Hero dies, then the 2 Evzone don’t spawn. This is also true of the tech that gives 1 Evzone for every 2 buildings you have. I guess it’s conceivable these techs could be abused, but I’d prefer it to paying 1500c for nothing to happen.
I’ve talked about this in greater detail in the Royal House thread, but I think Priests and equivalent healing units should be able to rebuild Athos Monasteries. I can appreciate them being irreplaceable as incentive to defend them, but I’d prefer to be able to reposition them so as to better heal my army or else to gather more coin.
Also the Greek Revolution ability doesn’t seem to activate for me unless it’s rank 5 or above. I think this is intentional to ensure a small mass of Sacred Banders and I don’t think it should necessarily be changed, moreso looking for clarification.
Oldenburg:
The Huntsman gathers from hunts (and berries) at the speed of a normal villager, not a CDB despite their other similarities. Personally I feel like that’s a bit low for their cost and would prefer it boosted to Pilgrim levels (1.1x vil base rates). I also am kinda weirded out they can’t construct buildings but it’s whatever, that probably should stay the same. The biggest oversight for me is the Huntsmen aren’t affected by Oldenburg’s own tech Hunting Expeditions. They should generate coin when hunting like all other vils.
The Hunter doesn’t batch train despite no longer being able to gather resources. Not sure if this is related to them still being affected by villager upgrades, but this makes them much harder to mass, especially in the late game. 100% my most wanted fix.
I haven’t yet tested out every “defensive” building with the coin trickle, but there are a couple of oddities. Outposts trickle .25c/s which makes for a good enough base rate. This is mirrored in Watch Towers and War Huts. Weirdly, Forts trickle .73c/s which isn’t quite 3x the outpost rate for some reason. Incan Strongholds trickle .35c/s, but African Palaces only trickle .25c/s. Kalankas don’t trickle anything, which I suppose is fair if since they don’t attack, but they’re definitely counted as a defensive building in other contexts. I don’t really have an opinion on changing any one of these (maybe make the Fort a round .75) but just wanted to point out the weirdness. Interested to have a look at the rest of the buildings…
Vasa:
The Royal Arquebusier is probably the only unit of the new Royal Houses anyone could call underpowered. Not sure what if anything I’d change, but it just seems to have odd stats all around.
The Winged Hussar from the tech have different bonuses from the ones you can normally train.
I was having a hard time judging the speed their big button charges with. Does the the charge rate speed up the more ranks it has?
Wittelsbach:
Like Vasa, I was having a hard time judging the charge time of the big button. Also, it doesn’t seem like it has an upper limit, can it just keep building forever?
I also noticed the Mountain Troopers from the big button don’t have the promotion ability the normal units have.