Nearly outdated stuff that could be useful. (Potential improvements)

Being a melee unit it becomes useless, even against what is supposed to be good as posed by the theme created by Peachrocks5. Anti-hero units are expensive too, but mercenaries tend to be much more expensive. I think the price of the shot should be relatively expensive, and only work against elite units (mercenaries and heroes). It must feel like you’re sacrificing economy for a tactical advantage.

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Some of the things I wanted to improve, such as the formation where the guerrillas do not mix with musketeers, and the letters that were repeated have already been fixed some. I don’t know if it was because you read this forum, but thank you.

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They also removed the repeated cards with infinites, thanks devs! Hopefully we can see in the future some other changes to underused cards/units and European outlaws :smiley: (natives rework is probably more long-term).

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So I’ll comment on the priests and surgeons.

I really like your idea of surgeons generating XP. That sounds like a pretty good reason to build them and then you could pop down a field hospital for the extra heals. One thing is: I think they heal WAY too slow (the hospital AND the surgeon). If you contrast them with AOE2 monks I recall them healing quite a bit faster.

On the priest front of things… and… I may get some blowback for this but I think they should be able to convert units like in AOE2 & AOE1. Just my opinion… don’t be too harsh now LOLOL.

And then as a USA player I think they should be able to heal minutemen that have received the marines upgrade. Kinda weird they can’t.

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No. He was talking about the priests in that possibility. They could have a lower creation limit than the current one, which is 30, maybe reduce it to 5 and that they generate experience when they are garrisoned in the church or in the mosque if they are Imanes.

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Before I forget, let me add these to the list of outdated stuff that could be improved (and that seem to have more than a decent amount of community support).

White Pagoda Age up and Disciples update idea
What's the Worst early game unit? (and how to fix them)

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I planned to include it here in this list to make it an infinite send and that by advancing to imperial they will improve accordingly. I was going to put it on useless cards, but since you propose to improve its appearance it could be 2 birds with one shot.

i personally dont really see winged hussars getting wings unless they actually add Poles.

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Do you think the Dutch emissaries could also play a role in the rest of the game?

They are good at exploring in the age of discovery, but then stop having no purpose.

Any historical argument to give them another function?

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essentially they are diplomats, what exactly they have to do specifically with the dutch i dont know, for their purpose they are fine, they are not meant to be a good unit.

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Perhaps it could have the ability to build native embassies and trading posts.

Nor do I see a reason for them to cost resources. They could be generated for free slowly over time in the urban center.

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The Emmisary is the only Dutch unit that can build native embassies, that’s his use beyond early game scouting.

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I’ll leave my 2 cents, speaking of outdated stuff.

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Do they already do that? Thank you! I didn’t know.
(I remember now!. This feature was included because colonists no longer have building space in their building slot.)

However I think they could be a little more useful. Maybe have an improvement in the industrial age that allows them to receive shipments.
It would make sense in the case of a dipolymic unit.

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I hope the devs make the in-game timer default setting. I sometimes watch total noobs’ stream and am annoyed because they never turn the timer on. The sense of in-game time also helps new players as well.

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I think it toggles between FPS or game time. That must be present as you suggest.

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Currently the markets only serve to make the improvements. To sell and buy are not usually feasible. When buying, a devaluation or an inflation in prices is always generated that is never recovered. I propose that like African cattle, prices are readjusted over time, and that the ‘Advanced Market’ card accelerates the process.

The ‘Advanced Market’ card, in addition to your current benefit, you could also make trading positions give you slightly more resources.

Captura de pantalla (306)

In case of having commercial positions, either in the route or in native settlements, it could make the values reestablish more quickly, and they are a little cheaper when you buy, and more expensive when you sell.

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My suggestion on how to make grenadiers more practical and useful.

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Considering the historical argument you suggest, he could have a build where he behaves like a standard musketeer, and has melee armor against cavalry and ‘shock infantry’.

In case of toggling to ‘grenadier mode’ he again acquires ranged defense and loses the bonus against cavalry. The transition from one mode to another (Grenadier-Musketeer) should take a while to enable so that it does not toggle instantly. In other words, when you return to musketeer mode, it takes some time for the grenadier mode to become available.

Maybe they could reduce their cadence, but increase their damage. Make each impact a little more intimidating. The grenade launcher card must be absorbed by the ‘advanced arsenal’ and the upgrade ‘Insendiary Grenades’ give it a bonus against general infantry, but against cavalry and ‘shock infantry’ a negative multiplier when in grenade launcher mode.

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The pillars of the wall are not needed.

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