I have been reading some forums and I have found that some things such as native villages are not used enough (Although we like this mechanic) because most of the time they are impractical in the short term. Its improvements are usually good, many of its units too. But they still don’t contribute enough.
This made me think about the almost obsolete things that are in the game like for example the priests. What does this unit do in the game?
The other non-European civilizations have a very efficient cattle spindle (Incas, Indians, Chinese, Africans and Japanese). I think that a new mechanic could be added where the villagers can milk the cows instead of slaughtering them and thus they could produce food for the whole game. (They could still be sacrificed for ultra fast food), but I think a constant drip of food is better. Maybe you assign one villager for every 5 cows, and that the cows that are destined to be milked do not get fat.
Sheep could also serve dual purposes, extracting their wool
and sell them for coins, but in this case they won’t get fat either.
Who sends the letter to qualify surgeons playing for real?
In AOE-4 where the Sultanate of Deli uses scholars, and seeing that African Civilizations make use of their healers (I can’t remember his name), I got the idea of giving a use to priests and surgeons.
The imams and priests in addition to being able to heal could generate experience when being garrisoned in the respective temples, they could have a creation limit and do not cost population.
Surgeons could be an investigation in the church that enables them and ceases to be a useless letter, and that in addition to enabling them, deliver 1 or 2 surgeons.
Building trading posts in native settlements is fun, but as I mentioned there is no immediate practical benefit. So what can be done?
That they generate a small trickle of experience or some resource.
That it has some improvement or passive bonus. (For example, if I build a TP in a Cree settlement, my buildings are slightly cheaper (In addition to the improvement) and they give you 1 Cree villager). In case of being destroyed the TP, this passive improvement stops being applied.
In the case of Africans, the natives should cost normal resources, and only their improvements cost influence. (It is very impractical in the tried mode to use influence to buy them).
More discussion on this here:
- The Indian zamburaks: I wish they had more range, as much as a dragon with the improved arsenal. (You could add a point of scope as you get older.) If necessary they could reduce their life or their attack a little in case they are too strong. Anti-cavalry elephants are very strong and have a good range, but they are very slow and with a low cadence, therefore not very versatile, although I think they could also have a little more range.
-Doors on the route: Not from the beginning of the game, but could be enabled in the late game to be able to make good defenses. I wish it was at least available in treaty mode.
I have a poll about it where I better explain my point:
Basic formation of the original game from 2005:
The musketeers and the guerrillas never mixed and they were easier to defend against the cavalry. I would like this to come back.
(This has already been fixed. Thanks developers!
It was only possible in the 2005 base game.)
What do you agree on, and what else could be improved? (Units, mechanics, cards, improvements, etc).