Nearly outdated stuff that could be useful.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

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.

2 Likes

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.

1 Like

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

1 Like

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.

8 Likes

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

image

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.

4 Likes
1 Like

The pillars of the wall are not needed.

1 Like

Otra opción es darle una mejora que les permita atacar, ¿quizás 2 de daño y una carta para darle un extra contra barcos?

1 Like

Maybe allow them to garrison villagers (5 maximum). And win a light attack. But even so, you can only build them where there are doors or you finish the wall.

¿Que pasa cuando quieras hacer un muro mas circular? por ejemplo en tratado o en una isla con bordes irregulares

It could be the exception.
However, the ability to demolish them before building will still be available.

1 Like

Pobres programadores nos van a querer matar :laughing:

1 Like

Making Grenadiers counters the type of unit that hard counter (Skirmishers soft counter because of the huge amount of ranged resistance) them will break the balance.

The thing about Grenadiers is that they are a very late game type of unit. Their splash damage is super effective against large masses of units, but not very effective against small scattered armies. (Also they are super expensive) But there are two problems:

1- They training time is terrible. Which makes them hard to mass quickly, which is crucial on deep late games scenarios.

2- Stagger mode really screw them over.

And the Grenade Launcher is way to good to be in the advanced Arsenal by default.
I do agree that Grenadiers needs a buff, though. But I think we should be less drastic about it.

A little reduction on the training time could be a good start. Or maybe a slightly increase on their range.
But a secondary attack with bonus against the units that suppose to be their counter straight up breaks the counter system.

skirmishers dont hardcounter grenadiers.

skirmishers soft counters them, the high resist and the fact grenadiers do siege dmg makes that pretty obvious.

what headcounters grenadiers is artillery and cavalry.

Indeed. That’s why I think a stance that removes their negative multiplier against cavalry will break the game balance, as the only counter remaining will be skirmishers, which is a soft one.

And the fight grenadier vs artillery is kind of double edged, because falconets do nuke grenadiers, but grenadiers also nukes artillery.

eh it takes far more resources for grenadiers to kill a cannon considering even british grens die in a shot to a falcon and that the range disparity is that high, i think musketeers are better at fighting skirmishers by that point. but ofc if you get within throwing range with 10 of them they can kill a falcon in a volley or 2.

i think if a grenadier/musketeer combo was made then:

  1. it needs to be a unique unit, not a replacement for current grenadiers

  2. it needs to by default use muskets and then have grenades as a charge ability, similar to how Swedish charge ability for caroleans work. no silly permanent grenade mode.

  3. it probably needs to be more expensive than current grenadiers, and you know stats need to be different too

by the end of the day i think there is only 1 missing faction that realistically could have such a unit, at least i dont think someone like Persia could have it, so yeah maybe well see such a unit? maybe we wont, depends if the faction gets added and if they make it a unique unit.

They could just give you a reasonable cost.


The blockade of metropolis and the improvement of Spies.

Captura de pantalla (316)
I do not consider them obsolete because of the function itself, but because of how they are implemented.

Let’s start with the metropolis blockade:
The reason it is not used is because it deals too drastic damage to the opponent, as it does so permanently for the rest of the game.

My proposal to fix it: Make the opposing player temporarily stop gaining experience (Maybe 2 minutes) for a price of 2000 coins, and the opposing player could pay the same amount to lift the block immediately. This must be a skill that takes a considerable time to recharge (8-10 minutes (?)).

In case of being a team game, you must choose from the player’s summary which one you want to block, that is. You will not block everyone, only one at a time.

If the game is in a team, in case someone has already blocked his metropolis and he has unlocked it there. It cannot be blocked by other team members for a specified time. (This to prevent it from being blocked consecutively)

Now the spy upgrade:

We all like to see what your enemy does all the time, but in team games you can’t always pay such an overwhelming sum without doing serious damage to your economy.

I propose that it be an ability similar to the Buddha of the Japanese, but much longer (Maybe 5 minutes?), At a much lower price. This ability should also allow to see in the player summary the production of the enemy, the number of troops and villagers, the number of resources and income, and the shipments that he is making. As mentioned, only temporarily.

Note: I have never understood the image of the ‘Metropolis Lock’ icon. Can anyone tell me what it is and what situation it represents?

@OperaticShip743
Its a map of america with a lot of ships blocking the routes to Europe, then ships from HC cant arrive. They arent operative ships anymore hahaa

1 Like

How we could improve priests:


Again getting ideas from SC-2. This time with the field hospitals:

In SC-2 there is a building that regenerates the shield of the units instantly (Even while fighting). But it requires energy and once it runs out, it remains inactive for a while.

https://liquipedia.net/starcraft2/Shield_Battery

The field hospital might have a similar ability to heal units during combat quickly. (How about instantaneous healing consuming 10 food and 5 gold for every 30 stamina points restored?)

Surgeons being garrisoned in hospitals could make this ability recharge faster.

The field hospitals will slowly heal units that are at rest anywhere on the map very slowly, or if they are close to it they will be able to heal faster (Even if they are moving, but without fighting).

2 Likes

Shield battery hospitals with doctor overcharge…? It sounds hilarious, but might actually be worth a try.