New December PUP in the way:

Great. Although RNG in conversion always creates memories to be talked about, but probably better for serious competitive play.
Great. Dromons feel too good right now without the need for chemistry.

My missed opportunity to suggest my change that does the same. Ratha should pay a downside price for not needing food and flexibility by receiving bonus dmg from skirms, but the amount I feel is too much. I’d even go as far as +2 so that they only take regular archer bonus damage from skirms. But now they do trample damage in melee so this might not be needed.

Seems like the devs are not only trying to make it better but also encouraging massing rathas…

Thank you! Are they now the longest trained UU?

Great change. Hits two birds with one stone.

Ugly numbers but fair enough.

I wonder how good this will be. Seems really good. Huns should thematically be great on Nomad. Love it.

They now do guaranteed 2 damage to skirms.

No major Georgian or Armenian changes, but the PUP is surprisingly early so I’ll wait patiently for them to get it right. We’ll see how good bugfixed monaspas are. Tamar might actually be a 3-sword campaign now lmao

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Yeah you’re probably right. For whatever reason there seems to be a lot of bugs related to wall/gate orientation.

I don’t think this actually change much for BUILDINGS. 5x as much damage is going to be blocked by building armor now. Might depend on masonry/architecture but I don’t think it’s AS MUCH of a change as it seems at first glance.

I do think tho it’s a straight buff against castles with that new +12

Cute. But i miss a really relevant imperial technology about raidings, like keshik when fighting units:

Barbarian Raiders (replaces Atheism) [500 food, 750 gold]
Tarkans generate gold when attack buildings (except walls & gates, Towers, Outposts); enemy relics generate -50% resources.

--------------- Tech tree stuffs

  • Gains FU Steppe lancers
  • Maybe Loses stone walls & Gates
  • Get Yurts as house replacement (Also available yurts for mongols, tatars, cumans but i kept houses for magyars.)

Also villagers can garrison in house/yurts for all civilizations

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Huns don’t have to build houses.

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I think they are the longest trained >>castle<< UU. houfnice, caravel etc take longer, but aren’t trained at castles.

please no

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Its not that look at the colors and size of the icon.the head looks too big the yellow circle looks too bright.

Diagonal gates always gave developers trouble.

Why? They are the weakest among 3.

Buildings other than Castle and Walls don’t have any “Building Armor”. Though I need to check as regular 10 attack will also be reduced.

No tech is researched
Barracks have 3 MA in Imperial Age. Now they take 50-3+135+4(from secondary projectile) = 186 damage from Dromon. After the change Barracks will take 5*(10-3+35) = 210 damage.
Castle have 8 MA and 8 building armor. Now take 50-8+135-8+4(secondary projectile)=173 damage. After change Castle will take 5*(10-8+35-8+12)= 205 damage.
Masonry is researched
Now they take 50-3+135-3+4(from secondary projectile) = 183 damage from Dromon. After the change Barracks will take 5*(10-3+35-3) = 195 damage.
Now take 50-8+135-8-3+4(secondary projectile)=170 damage. After change Castle will take 5*(10-8+35-8-3+12)= 190 damage.

So I see buff only.

If new civs win rate continues to be bad, this one can be a potential buff for either of the civs or both.

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It’s interesting that the three worst civs haven’t been addressed.

Armenians are probably still being figured out, but imo the mule carts are just too vulnerable for what they offer. I’d like to see them get some extra melee armor to help mitigate their weaknesses to raiding.

Tatars are also pretty bad. I’d like to see them get a ‘sheep don’t decay’ bonus added to their existing sheep bonus. Would be a nice little buff right where they need it.

Something that would be nice for dravidians has to do with fishing pathing. I’ve recently been noting some really annoying pathing with fishermen; they get stuck on each other very badly trying to navigate around small lakes. Also, dravidian fishing ships are very mediocre on fish traps. What if they got a +1 range bonus on their fishermen and fishing ships? That would allow much higher fish trap density, and help fix the pathing issues.

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I don’t think it can be implemented to civ specific, considering sheep carcass is a gaia owned object and so it will affect globally.

5 Likes

I fully agree with you on this.

I think Yurts could have less HP and provide fewer population slots than a standard House. The advantage would be that it would be much cheaper and faster to build. Alternatively, nomad civs would start the game with a Yurt built right away.

As for the lack of access to the Stone Walls, I think that the compensation could be a new Access Technology at the University, which would significantly strengthen the Palisade.

I will only add that I would like nomadic civs to have their own Architecture Set, in which the Yurt would be a unique House. Finally, I will add that Huns civ still uses the Central European Architecture Set, which is a total misunderstanding - I think it would be better to give them the East Asian Architecture Set. Bohemians civ, on the other hand, would receive the Central European Architecture Set. I am in favor of reorganizing civs’ affiliation with AS if we do not receive any new Architecture Sets in the future.

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One workaround I can think of is x tiles from food drop sites mill tc sheep dont decay.

How about the UT “Nomads” additionally changes houses into yurts and reduces their cost a little?

Nomads should replace houses with Yurts, and return 20 wood per house too.

They changed Byzantine Greek Fire to actually make Towers spew fire on enemies.

  • Chinese Great Wall change the appearance of the walls.
  • Mongol Nomads change house to yurts.
  • Georgian Svan Towers change the tower appearances.
  • Portuguese Arquebus change hand cannoneer appearance.

All unique techs give some kind of unique effect would be cool.

6 Likes

I don’t get why they are performing bad.




So here are stat of their win rate over time. Seems like they are struggling during late castle/early Imperial.

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Chinese
Town Center Civilization Bonus increased from +10 population space and +5 LOS :arrow_forward: +15 population space and +7 LOS.

My Lord, this would help their early game with delaying more houses and focusing a bit more with the economy

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No LAN fix nor update on pathing? Sweeet!

The most important issue if all is not addressed: pathing???

You could have Tatars convert sheep into their own kind of sheep that is visually identical but, when killed, it produces a dead sheep variant that doesn’t decay.

I think the real problem is that they can’t seal the deal in their period of strength between 20 and 30 minutes. Weakness there leads to unacceptable weakness later on.

That’s why I think increasing their sheep bonus would help them in the best way. It would help them get to castle age, and prolong their castle age thumb ring power spike once they get there. It would also allow them to play a bit more freely, moving their villagers around as necessary rather than being somewhat obligated to keep them on the sheep.

Apparently regrouping behavior has been fixed.

1 Like