Not sure if anyone has thought of this, but wouldn’t it be good to make mulecarts captureable like herdables? So that if they are abandoned by villagers and you have a unit nearby you could take it back to your own base and use it? I feel like the mulecart is something that gives the civs that have it too many benefits without any drawbacks. This would be an interesting way of nerfing them and also it makes sense that a donkey cart would be captureable like a sheep etc…
I think it is okay to be converted by villagers. But it should only happen when they touch each other, like how a farmer converts an enemy farm
I think the movable eco camp is the only good point of mule carts. Mule carts need food, are difficult to wall quickly and take a little more wood by getting closer to trees (and no more gold and stone because they have small tiles). Armenians and Georgians can get good eco with their eco bonus, not with mule carts.
Conversion by villager only is too limiting, how often do villagers come in contact with enemy villagers? It should be like herdables, convertable with scout then you can send it back to your base.
EDIT: This also nerfs early scouting by mule cart which can now be captured by an aggressive scout.
Mule Carts are essentially buildings that can just do happen to move. If they could be captured then all dropsites should be as well
But they are not a building… they are literally a donkey pulling a cart.
They have building armor, they count towards your Feudal Age 2 building reqs and they need villager build time and repairs… and you want enemies to be able to just yank them away? They’re already super easy to kill with so few HP and pierce armor compared to dropsites and you cant use them to wall out drushes on your wood or minerals
Yes… Yes I do, in fact thats why I made this thread.
Look I know the civ is in great shape but other forms of unit and building stealing require lots of gold
All you’re gonna do is cause the player to delete the building if they fear yoinking
Yes but other types of unit and building stealing is faaaar more valuable. A monk with redemption would never bother converting a lumbercamp because of its low value. Converting a knight or a military building can literally swing a game. Stealing a mule cart on the other hand is much less punishing.
It means you can in essence instantly delete 100 resources from an enemy if you get lucky and if they Celt Sheep advantage works all they gotta do is touch it, steal it and either send it home or delete right there
You want to make it impactful? Try like how AoEO does for Babylonian civ. They are a TC trained unit, they take 1 pop slot and they cannot be repaired and instead healed since they are a living unit.
Yea I mean I see nothing wrong with this… you keep saying these things like its a problem lol
Although I don’t agree celts should get their bonus applied in this case as that would be OP and make it impossible for their opponents to gather resources.
Right but if an enemy clears out my mining camp, I can eventually go back without sinking 100 wood to reclaim it. It takes 20 archers with fletching 35 volley to kill a dropsite, but only 5 to murder a mule.
I still dont see this as the most broken aspect and wont change the Georgian dominance
Like I said, make them take up to 10 seconds AT MOST of train time at a town center. You will make up for the lost time as vills dont need to build it so it evens out. Heck make them take 5 seconds if 10 too much. Still not balanced enough? Make them use some amount of pop slot
It makes them stronger rather than nerf.
They can gift all their allies with Mule Carts.