Before I forget, let me add these to the list of outdated stuff that could be improved (and that seem to have more than a decent amount of community support).
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.
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.
Do they already do that? Thank you! I didnât 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.
I hope the devs make the in-game timer default setting. I sometimes watch total noobsâ stream and am annoyed because they never turn the timer on. The sense of in-game time also helps new players as well.
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 âAdvanced Marketâ card accelerates the process.
The âAdvanced Marketâ card, in addition to your current benefit, you could also make trading positions give you slightly more resources.
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.
My suggestion on how to make grenadiers more practical and useful.
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 âshock infantryâ.
In case of toggling to âgrenadier modeâ 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 âadvanced arsenalâ and the upgrade âInsendiary Grenadesâ give it a bonus against general infantry, but against cavalry and âshock infantryâ a negative multiplier when in grenade launcher mode.
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.