Native warrior cards of French civilization should be nerfed

I agree, if you make the ancien regime units unaffected by native cards that would solve the issue.

Or just remove the card and think up some other more fun card instead such as giving them a carib native alliance or tupi native alliance so they can train cougars.

Or, whatever happened to the War Elephants that were replaced by ‘qzilbash’, (a date I mourn) a unit nowhere near as cool. What about a sufi alliance which enables training war elephants, now THAT would be fun, much more fun than just the ability to train boring ol’ musketeers via ancien regime. After all France is known for heavy cav with area of effect, this would match that well.

It is fun to use France and go natives, I don’t feel that it is nearly as OP as some other civ bonuses (huge bunch of age 3 pikes in age 2 for Sweden with the church card for example), or what otto can do with its church card units, (meanwhile other civ church card bonuses are very very u n d er w h e l m i n g (the filter wont let me type the word)

that can be nerfed by removing native warriors card, other then that the french player still have to invest 5 cards to make it work and thats enough for an opposing player to counter

Oh man I didn’t realize their melee was that insane and still no malus against light infantry. I was trying to explain this to Tilanus on discord but I don’t think the devs get that you have to constrain what you can do with unit design to keep things clear and balanced. They seem to think that uniqueness is good in and of itself even if that uniqueness is always inherently busted (high melee light cav), almost always disadvantageous (ranged heavy cav), or super specific and visually indistinct (counter-skirms). Royal Dragoons are particularly bad because they’ve got two opposing unique features of long range with low dps that you probably don’t want to use and insane melee that needs to be nerfed.

If these “medium cav” are going to break the counter system and wreak skirms then they should also have the heavy cav tag so light cavalry can put them in their place. For Hakkas and Chevs this makes sense because they were historically medium cav, but “Royal Dragoons” are just normal Dragoons with fancy clothes. There’s no reason they should function as medium cav. For them, I think the dismounting feature would be a better way to make them unique. Make them mediocre Dragoons when mounted, and let them dismount to become musket infantry that pack a punch in melee and have decent siege. That would let you still dish out melee damage but you’d need to transition your units. It would also be a better fit since they’re supposed to be based on the Dragonnades where Dragoons were sent to beat up Protestants and everyone loves to say how Dragoons actually dismounted to fight.

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Skirms don’t have any multipliers against heavy cav so it actually wouldn’t affect that (they do x0.6 vs all cav and x2.5 vs light cav). If they did, Rifle Riders would kinda suck. The only thing it changes is that light cav would now counter them. Some counter-skirms do have a heavy cav multi instead of general cav but that’s so niche I wouldn’t worry about it.

For this case I’d just give it decent siege and melee (with melee resist) and leave it a little underpowered for ranged attack. That would make it usable for some hit and run sieging or doing an uno reverse if you get caught by pikes.

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Usually this is true, but may not here.

Native European units, or should I say royal units, are usually super units with really good stats. When they can be accessed without the risk of the TP being torn down, I don’t think the difference of just 1 Native Embassy Wagon is significant enough. Regardless of this, having native units use population is an inelegant design in itself.

This card used to not provide the Wagon, on the other hand. There may be a reason why the devs thought there should be a Wagon.

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compare to other native units are they really? Cause like all native units are in a way royal level units, all of them get +60% when they reach guard level. The older natives get +25 then +35 while euro units get 20 then 40. and all native units have a stat that is beyond the base unit, its usually a very weird trade-off.

like take the royal musketeer, besides the charge attack, which should be a prime target for removal, its a more expensive musket with 10 more hp, more melee resist and attack, speed but have 1 less attack then the normal musket. As an overall package its better then the base musket but compared to other native units, it hardly is exceptional.

The royal dragoon has some weird features but they had to buff it after relase cause they were shit as goons due to their animation and dps wise its lower then the normal dragoon and have less hp. Its ability to fight in melee is the problem with the unit, not the stats.

I think its more that the euro natives have a lot more heavy infantry focused then the older native design. before the dlcs ( and the redesign for the mayan) there were no musket style native units which makes them a lot more viable early game. They also mostly cost food and gold which makes them very compatible with traditional unit macro.