Mountain Royals Balance Changes

I like the concept.
It allows to spam magyar huszar better in the midgame cause it’s lower on the food side.
And in the lategame it’s basically unchanged.

The one single change i don’t get is the bonus for japanese CA.
For me Japanese are since years in a perfect spot and don’t need any changes.

2 Likes

Was it mentioned anywhere that pathing has improved?

I don’t see them being at 60% level of knight in most cases tbh.

MAybe you should have a look on their stats…
Castle Age Mayar Huszar are no joke. The only stat where they really fall behind knights there (when you factor in cost) is the melee armor.

According to Ornlu, the rate is 75 HP/min.

And maybe you should check the cost of a Castle. If you have a castle up to spam MH, I don’t think you are struggling to have food for knight.

Btw, funny how Franks winrate on arabia remained unchanged after the castle nerf

Its almost like the super smooth eco (specially the free mill rechs) is what makes them so good for nobs and not the castle bonus as so many people here said :thinking:.

3 Likes

Armenians - Allow us to introduce Feudal Pikeman and Castle Halberdier with trash tower that can train monk behind a free relic.

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Thats another discussion. I don’t think it’s worth going for castles to make magyar huszar. But that’s truw for basically every cavalry UU anyways. Cause in comparison to Knights you lose on two main factors there:
A) Ressources: Castles are Expensive
B) Timing: Stables you can built preemptively, Castles you first need to construct which takes either ages or puts you even more behind in res when you send a whole village.
Even Units like Leicai suffer from that, and it’s especially noticable for Cav UUs as Knights are just so powerful with that timing advantage. It’s almost impossible to compensate.

What I refer is to when you already have buitl the castle anyways the change would allow to make magayr huszar from them way smmother than rn. And I think it’s exactly what devs tried to achieve here.

Paying 900 resources to get halbs isnt that relevant until very late castle age at the earliest

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And feudal pikes aren’t that threatening as archers exist that don’t have to fear mangonels.

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Even without archers pikeman is more expensive than bloodlines and uts only for a unit used almost exclusively for defense

I know. Just saying it is a possibility. Armenians have a top tier eco btw. So it won’t be as difficult as other civs.

I think you will pick this up while aging up which is still pretty strong to shut down knight rushes in a lot of cases.

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yeah i think devs started on the safe side with that bonus.
maybe it will get the same treatment as the burgundians earlier upgrades with a reduced cost

true. But I like that cause there is a risk involved with that. You don’t know if the opponent is going for knights. When he goes for something different you are kinda screwed.

Armenian Eco is strong, but only really in the lategame. Early game they have almost nothing, mid game they have like a little bit better wood supply - only when they get all the eco upgrades in the lategame they really have an amazing eco.
If I’m honest I think the kinda bad early eco with also no military bonus will really hurt their perfofmance. And I think devs need to think about a bonus for them cause I’m really suspicious about how Armenians will perform in the current aggressive meta.

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I know its roo late for thar but I would like if Dravidians were the onesvthat had early barracks upgrades and the Armenian identity got a rework

Mule cart with 5% faster eco on everything but farm. “Nothing” is really a wrong word here.

A lot of players wanted that however I’m personally against this cheaper and earlier concept. And since this is not happening, let’s continue the 1100+ Dravidians thread or maybe create a new one.

I think it can be fun for some civs, and its 100% better than the aura bonuses or dumb gimmicks devs are using like crazy rn

Also, it would adress Dravidian weakness to cav civs

You get 5% faster lumberjacks by early feudal and 5% faster miners after getting the fairoy expensive mining techs in late feudal

Not to mention Mules cost food

Its not that crazy. Its fairly okay-ish until the relic

I would have honestly removed every other eco bonus and just give them double effect on every feudal lumber camp and mining camp eco tech

Sad that the Dravidians still miss the Elite Battle Elephants…

Pretty nice, so nice that may even need to remove the Husbandry in exchange.

Its gold cost should be cheaper, since I feel no one would like to pay so many gold for a light cavalry in the Castle age.

For example, 35F/30G. Just make sure that it cost 80F after researching the UT.

Still a very situational unit, especially the camels get better now.
I may try to just rework it.

  • Rides horse, no longer a camel unit.
  • Becomes a heavy cavalry unit, with maybe 100 HP, and not as afraid archers as the current one.
  • Basically loses the range and attack bonus, but give it a charge bar.
  • Attacks with the sword in 0 range close combat, but can throw the sword in a range of 3 when full of charge. The ranged attack will cause a great damage vs cavalry.
  • Still has an expensive cost.

I want to know the passive healing rate.
Why not allow the Monasteries can also get the passive heal with a greater radius and rate than Monks? After all the bimaristan seems to mean a hospital building.

I would prefer this over Monks having the ability. That’s basically the Baptistery building for my Armenians, and it would have interesting map control implications.

Are there honestly situations where swapping camel armor for cavalry is an advantage? Certainly not vs spearline and other camels. The rest sure I can get behind possible