- French
- Spanish
- Portuguese
- Russians
- Dutch
- Germans
- Swedes
- Ottomans
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I guess everyone chooses the civilization they like best. But the recent changes to the British seem to be focused on improving their endgame or NR, so I think the Ottomans and Germans should be next.
The German economy and anti-cavalry are excellent, and the Ottomans have no problems against infantry and their artillery is very good, but I think both civilizations suffer against the lethal combination (dragons + skirmish + cannons).
They also do not have an infinite native to support them.
I think Germany. Maybe give them some sort of musketeer or a new skirmisher that can be built in age 2. As is Germany is very bad early game against any who builds a decent number of units
I hope
For germanish:
Buff age 2 with…
Add new shipment of musks in church card.
Rework church techs/ mercs strats.
Add a new mercenary shipment (age II).
Add a native card like Askaris (age II) and infinite native card (age IV).
And if is possible solve its military population (ulhans, ww…) problem in the treaty. Reduce to one ulhan pop sounds to much, add a multtiplier vs range cav in a card (age IV). This solve the problem vs dragoons/skirms/cannons compositions. But probably OP?
For portuguese:
Buff age 2 or make a viable FI with new military shipments.
Add a new viable age I card.
Add cannoneers in church/card/available.
For ottomans:
Add a new cheap pikes/archers (lile moroccans) in shipments/available.
Add a native infinite card. (age IV)
Few buff for abus.
Nert tp maps, buff no tp maps
For russians:
Add a native card (age II)
Add a bears shipment (can available for explorer).
For spanish and french:
Add a new card (age I) American allies, ships 1 native embassy travois, chose 1 native allie.
This are the european civs more based in natives, make a viable natives strats with him and buff theyre age II.
For spanish:
Add conquerors in church/shipments/available.
Add a EQ military shipment.
Make viable others strats, not only FF or Chile rev… Now is nerfed spanish gold (400>360>350), FI (bows/pikes) not viable, logist, dogs…
For frenchs:
Add fussiliers/zouaves/napoleon canons in shipments/church.
For sweeden:
Buff hakkapelits.
Rework/buff church shipments.
For dutch:
Add a skirm/halbs or mercenary shipment (age II)
Add a native shipment (age II)
Buff all shipments like Dutch counter cavalry force , Richelieu’s regiment, Spanish squad… to level than Polish Winged Hussars (2k + res), ok this is germanish… but if 1800-1900k res is strong but not totally OP for age IV card with combo units. Looks Mexico. This cards are beatiful/interesting but are weak. Add units or some upgrades.
Funny, I picked germany for exactly the opposite reason : I want to see this civ explored more by the devs. This agressive muskless euro-civ. So please, do not make them normal by giving them the musketeer, but find different, interesting ways to play on their identity. Maybe by exploring variations on the “X free Uhlans each shipment” ? I really enjoy the logistician. (Idea, a card that would say : every free uhlan you get will now be replaced by a doppelsoldner. All Uhlans become doppelsoldners)
By the way, if you read this devs : you will sometimes get it wrong and launch euro civs into s-tier space, and we will whine. But please keep at it.
This is a breath of fresh air and a wonderful demonstration of the beauty of this game.
Like, seriously, you added 6 cards to China and here I was experimenting for hours. I was thinking how on earth to make use of the Fire Dragon manual with a Flamethrower FI China.
Maybe you will go overboard, so maybe some card will disappear because they will be unbalanceable, but while we’re figuring out, we’re having a blast, and doing what a strategy game is supposed to make us do.
Thanks.
las nuevas civs son muy versatiles, incluso de manera exagerada, no quiero romper demasiado el meta, pero creo que las viejas civs merecen un poco mas de versatilidad basandose en sus caracterĂsticas y puntos fuertes, y tener algunas opciones mas viables.
Alemania: Semi ff/ff
Alemania deberia poder tener algo de jugabilidad en la edad II con nuevos envios de mercenarios o mosqueteros en la iglesia, ahora tiene una buena economia pero malas unidades excepto ulhans.
Portugal: semi ff/ff
Age II more agresive
Turtle FI
Cannoners
Portugal no tiene envios de vills, pero si tuviera nuevos envios militares podria jugarse mas agresivamente y sostener su eco con 2 tc’s. Siempre será una buena tortuga con 3 tcs (ff) y 4 tcs (fi), le faltan algun envio militar fuerte.
Rusia: rush/semi ff
Osos!
Keshiks?
Rusia va por el buen camino, tiene un buen rush, un ff interesante, un buen boom.
No se que añadiria, pero unos osos que hagan de tanques vendrian genial, o que pudiera crear el explorador.
Una horda de keshiks tambien vendrian muy bien vs cav.
Otomanos: rush/ff/fi
Lo mismo con ottos, tienen diversidad. Tienen varias estrategias interesantes, rush, ff, fi, nizams, water… pero son dependientes de tp.
Los abus necesitan esa mejora de ROF.
Seria satisfactorio obtener de alguna forma unidades de basura de piqueros/arqueros para obtener mas masa ejercito y ayudar vs cav.
España: ff
Versatilidad (que ha ido teniendo, pero la ha perdido de nuevo)
Centrada en nativos ( en menor medida que francia)
Conquerors
España al igual que otto deberia poder ejecutar rush, ff, fi. Intentar arrasar al enemigo en el tempo correcto o fallecer en el intento. Deberia ser menos agresiva que otto pero mas versatil.
Retrabajaria el logista, el oro español y el FI con xbows/pikes, estrategias interesantes que ya no son viables. Y los Tercios.
Al igual que Francia deberia poder centrarse en nativos con un envĂo de nativos con opcion a alianza. Sin poder llegar a ser tan fuertes como ellos.
Francia: semiff
Civ versatil centrada en caballeria y nativos
Los nativos!¡
Mercenarios franceses
Una embajada con alianza nativa como incas, y vuelven a ser la opcion mas fuerte en nativos.
Añadir en la iglesia/envios zouaves, fussiliers y cañones napoleon.
Holanda: semiff
Al igual que Portugal, una civ tortuga tambien deberia tener la posibilidad de volverse agresiva con nuevos envios militares.
Deberian tener envios de alabarderos y skirms en age II, y un nuevo envio de mercenarios.
The Germans should also have the bayonet upgrade in their arsenal. They don’t have musketeers by default, but can opt for them by other means.
I see what you mean. I would really like them to have a viable unit in age 2. Maybe If they don’t want to move skirms to age 2 like the Dutch you could give them a special German crossbow. That could be like a early skirmisher but weaker
Devs Please give Ottomans and Germany some love
I’d like to see Ottomans get a rework. Its pretty weird they only get Janissarys in barracks. Also could they make some of their units look more Turkish? Units like the Hussar maybe.
I’d love them to have a new architecture but thats way out of the scope of a patch.
To encourage French to use natives more:
To encourage Portuguese to have more aggressive early game:
The traditional Turkish Composite Bowmen should be the archaic unit at Ottoman barracks.
They could cost wood only, higher HP, faster rate of fire and shorter range than common Crossbowmen.
The composite bow symbolizes the powerful fighting power of the Ottomans rising from the steppe. Until the defeat of the Battle of Lepanto, composite bowmen were regarded as a killing force comparable to the guns.
According to the wiki of Battle of Lepanto, The Christians embarked with their much improved arquebusier and musketeer forces, while the Ottomans trusted in their greatly feared composite bowmen.
I have to say, if they’d made us guess which European faction would be the first to get an update like this. How many of us wouldve guessed British? I certainly wouldnt have guessed it.
It seems to me they want to move the timeline forward, away from the more archaic. Or at least give it as an option. I think the next updates will be similar to the British one, werein an archaic unit can get replaced in later ages.
Likely candidates for this treatment:
I don’t think melee units like doppelsoldner and Rodelero are candidates for this kind of rework as melee units don’t really have a more modern equivalent.
Dutch, Spanish and French don’t really have units that really qualify for the replacement and will (if they would get a rework) probably a slightly different treatment.
That would explain the United States and Mexico.
Perhaps they want to pave the way for new civilizations from later time periods.
The only types of “rework” I would like to see for the euro civs is cosmetic. Fancy architecture (customizable architecture expansion?) or relatively inconsequential units and cards that make them feel a little more unique but don’t really change much.
It’s OK that there are a group of core civs that play somewhat similar to each other and are relatively easy to understand.
Ottomans and Spanish are the ones that need it the most right now imo. An update or rework.
Not a buff or nerf.
Below I will present some of my different ideas for Germans civ. Each of them is different because it takes into account a different function of this civ.
In this variant (most suited to this civ) Germans civ would be renamed Holy Roman Empire civ. This civ is already archaic and a few new HC Cards could be gently modernized this civ thanks to units from different regions of HRE.
This variant includes the addition of new civs: Austria-Hungary civ & Prussians civ
[NEW] Hire Swiss Pikemen - Ships 5 Swiss Pikemen; costs 1,000 coin; available for training in Barracks and Forts
[NEW] Modernization of the Holy Roman Empire - Crossbowmen is replaced by Raupenhelm Infantry (Bavarian unit) and Doppelsoldner is replaced by a Saxon Musketeer
[NEW] Castle - One-time ships a unique building - Castle (tougher than a regular Fort; you can train mercenaries and artillery (Trebuchet - available to trainable only in Castle); no possibility of improvement (it is modeled on Neuschwanstein Castle))
[CHANGE] TEAM Hire Holy Roman Army - now after use this card Landsknecht, Black Riders and Jaegers is available for training
[NEW] Oktoberfest - Taverns will start to generate food or coins; increases the limit of Taverns
[NEW] Hussite Armored vehicle - War Wagon can now transport units
In this variant, Germans civ would be renamed Prussians civ. This civ would receive some new HC Cards to modernize this civ in Prussian style. It would be a bit bizarre with the current units (which Prussia never had).
This variant includes the addition of a new civ: Austria-Hungary civ
[NEW] ĹšlĹŤnski WĹŤngel - one-time card; the possibility of building Bergwerk (Mine) on the Mines, which increase the resource and give the opportunity to train a Miner (unit from the campaign) - the building would work similarly to the Ethiopian Mountain Monastery
[NEW] Modernization of Army - Crossbowmen is replaced by Landwehr and Doppelsoldner is replaced by a Silesian Schuetzen
[NEW] Prussian Charge - big button; For the next 14 seconds, Musketeers and Landwehr’s have their speed increased by 1,5 but are locked into Ranged Mode. 90 seconds cooldown; shared across all Musketeers and Landwehr’s.
[NEW] Prussian Musketeers - Musketeer is available for training in Barracks and Forts
[NEW] Potsdam Giants - Skirmisher is replaced by Potsdam Giant
In this variant, Germans civ would be renamed Austria-Hungary civ. This civ would get some new HC Cards that would transform this civ into multi-ethnic Austria-Hungary - this is definitely easier than converting this civ into Prussians civ. Of course, in this case, Berlin and Frederick the Great would be implemented in Prussians civ.
This variant includes the addition of a new civ: Prussians civ
[NEW] Festung ships of Festung Wagon; the possibility of building Festung (connection of the Barrack with the Stable. Unlike Fort and Blockhouse, it doesn’t defend. It has more than 2700 HP, but requires 450 wood and the construction time is 45 seconds);
[NEW] Modernization of Army - Crossbowmen is replaced by Hajduk and Doppelsoldner is replaced by a Pandur
[NEW] Austrian Cavalry - Uhlan is replaced by Hungarian Hussars; Dragoon is available for training in Stables and Forts
[NEW] Grenzer - counterpart to Militiaman. He loses HP, but only to 75% HP. They train in groups of 5. They can also be summoned in the Outpost and in the Fort (up to two times per building
[NEW] Austrian Musketeers - Skirmisher is replaced by Musketeer
The least ambitious and the most boring variant. Making Germans civ what it is meant to be (i.e. a German-wide civ) but in a slightly better way. The new HC Cards in this variant would have to work in a different way to be able to represent both Austria-Hungary, Prussia, the Holy Roman Empire and United Germany at all.
Unfortunately, this variant does not provide for new civs
These four brand branchs of new HC Cards would be of enormous importance to Germans civ in this variant. Choosing one of them would deprive us of the choice of the others - in this way the Germans civ sound would be much more varied and at least a bit more immersive, correct and fun. Each of these Cards would unlock a unique branch of other Cards related to a specific German Empires. The cards already present in Germans civ would be used in this option. In order to be able to choose the branch of the Cards that interests us, select the flag in Home City before the entertainment (a new option that could be unique for both Germans civ and Italians civ). This option would be available as a button in the Home City menu - much like the skin change option for Explorer.
Of course, we all know that in AoE 3, Cards correspond to specific buildings in HC. Therefore, something new would be created for this system - the Imperial Flagship. It would be a gigantic mast on which one of the 4 flags you choose would hang. From this building, new Unique Cards of Germans civ would be sent.
TEAM Teutonic Town Center
[NEW] ĹšlĹŤnski WĹŤngel - one-time card; the possibility of building Bergwerk (Mine) on the Mines, which increase the resource and give the opportunity to train a Miner (unit from the campaign) - the building would work similarly to the Ethiopian Mountain Monastery
[NEW] Prussian Discipline - Long-range Infantry get +10% hit points and +15% speed +4 Uhlans
[NEW] Franz von Winckler - one-time card; ships of Arsenal Wagon, increase of limit to 2 Arsenals +3 Uhlans
[NEW] Prussia’s Glory - unit training speed in Barracks and Forts increases by 33% +4 Uhlans
[NEW] Modernization of Army - Crossbowmen is replaced by Landwehr and Doppelsoldner is replaced by a Silesian Schuetzen
[NEW] Potsdam Giants - Skirmisher is replaced by Potsdam Giant
[NEW] Prussian Charge - big button; For the next 14 seconds, Musketeers and Landwehr’s have their speed increased by 1,5 but are locked into Ranged Mode. 90 seconds cooldown; shared across all Musketeers and Landwehr’s.
[NEW] 5 Musketeers - Ships 5 Musketeers +3 Uhlans
[NEW] 7 Musketeers - Ships 7 Musketeers +4 Uhlans
[NEW] 10 Musketeers - Ships 10 Musketeers +3 Uhlans
[NEW] Prussian Musketeers - Musketeer is available for training in Barracks and Forts
Polish Winged Hussars rename to “Winged Hussars arrived”
Lipizzaner Cavalry
Spanish Riding School
[NEW] Festung ships of Festung Wagon; the possibility of building Festung (connection of the Barrack with the Stable. Unlike Fort and Blockhouse, it doesn’t defend. It has more than 2700 HP, but requires 450 wood and the construction time is 45 seconds);
TEAM Band of Landsknecht Mercenaries
Hire Landsknecht Mercenaries - Ships 6 Landsknechte; costs 1,000 coin; available for training in Barracks and Forts
[NEW] Modernization of Army - Crossbowmen is replaced by Hajduk and Doppelsoldner is replaced by a Pandur
[NEW] Danubian Army - infinite card; Ships 7 Pandurs and 5 Hajduk’s
[NEW] Austrian Musketeers - Musketeer is available for training in Barracks and Forts
[NEW] Grenzer - counterpart to Militiaman. He loses HP, but only to 75% HP. They train in groups of 5. They can also be summoned in the Outpost and in the Fort (up to two times per building
[NEW] Austrian Cavalry - Uhlan is replaced by Hungarian Hussars; Dragoon is available for training in Stables and Forts
[NEW] Rottweiler Dog - Ships 1 Rottweiler; Rottweiler is available for training by Explorer
[NEW] Otto von Bismarck - ships a Otto von Bismarck; this hero resembles an American General
[NEW] German Empire Cavalry - War Wagon is replaced by Totenkopf Hussar
[NEW] Modernization of Army - Crossbowmen is replaced by Landwehr and Doppelsoldner is replaced by a Jaeger
[NEW] Freikorps - Skirmisher is replaced by Freikorp
[NEW] German Shepherd - Ships 1 German Shepherd; German Shepherd is available for training by Explorer and Otto von Bismarck
[NEW] Reichstag - One-time ships a unique building - Reichstag (this building resembles the American Capitol)
1 Ironclad - infinite card; Ships 1 Ironclad
[NEW] Familok - Houses provide +1 population; now Freikorps is avilable to train in Houses
[NEW] Rise of Factories - increase of limit to 5 Factories +3 Uhlans
[NEW] German Empire Army - infinite card; Ships 8 Landwehr and 3 Totenkopf Hussar
[NEW] Mobilization - All Settlers turn into Freikorps
[NEW] Howitzer - now Howitzer is avilable to train in Artillery Foundry and Forts
Solingen Steel
Palatine Settlements
Treaty of Westphalia
Germantown Farmers
TEAM Band of Landsknecht Mercenaries
Hire Hessian Jaegers - Ships 8 Jaeger; costs 1,000 coin; available for training in Barracks and Forts
Hire Landsknecht Mercenaries - Ships 6 Landsknechte; costs 1,000 coin; available for training in Barracks and Forts
TEAM Hire Holy Roman Army
TEAM Hire Hessians
Hire German Black Riders - Ships 5 Black Riders; costs 1,000 coin; available for training in Stable and Forts
[NEW] Hire Swiss Pikemen - Ships 5 Swiss Pikemen; costs 1,000 coin; available for training in Barracks and Forts
[NEW] Modernization of the Holy Roman Empire - Crossbowmen is replaced by Raupenhelm Infantry (Bavarian unit) and Doppelsoldner is replaced by a Saxon Musketeer
[NEW] Castle - One-time ships a unique building - Castle (tougher than a regular Fort; you can train mercenaries and artillery (Trebuchet - available to trainable only in Castle); no possibility of improvement (it is modeled on Neuschwanstein Castle))
There is no need to create a new German civilization.
My ideas for the Germans are based directly on the existing German civilization.
At the TC in the Commerce Age, the a bit expensive techs “Austrian Support”, “Prussian Support”, “Bavarian Support”, “Saxony Support”, and “Württemberg Support” were added. The player can research only one of them, and the other options will disappear.
Austrian Support:
Focus on the original characteristics, making the standard combination of Skirmishers + Cavalry more advantageous.
Prussian Support:
More inclined to European classic characteristics and can adapt to various situations.
Bavarian Support:
Balanced option between economics and military.
Saxony Support:
Suitable for rush, and encourages the use of Outlaws or Mercenaries to assist in combat.
WĂĽrttemberg Support:
Focus on the economy entirely.
Whichever one is chosen, the Militiamen will be upgraded to Freikorps.
Freikorps have 50% more health and 50% more attack than common Militiamen.
Why would Prussia get the famous Polish winged hussar? Especially when there is a famed Prussian Hussar regiment that could be used instead?
I do think we need to temper our expectations a bit. British get like 6 new cards and some adjustements, seems unlikely Germans will get so much more than that. I could be wrong ofc but it seems to me we wont get much more than a War wagon replacement card and perhaps a Landwehr musketeer enabler (since Landwehr is a general term that could refer to multiple German states).
I’ll mostly hope for some cards to enhance the German merc game, since that’s mostly surpassed by Sweden atm. An Oktoberfest card that removes the build limit of taverns but removes the gold trickle for example. And a rework of the useless Wallenstein’s tech.
Winged Hussars are already in the game. One of the card from the German desk.
Since they are essentially the same unit, the Hussars trained from the Stables and shipped from the home city technically must have the same name, and keeping using them Winged Hussars would make the theme coherent. There’s even a chance to get them a new winged look.
The Prussians ruled parts of Poland, which made it reasonable for them to have Winged Hussars. I wouldn’t object to changing the name, but that would mean the card “Polish Winged Hussars” would have to be renamed along with it.
My ideas are to address the question of whether the German civilization belonged to Austria or Prussia, and thus to satisfy the community as much as possible so that it would no longer demand a second German civilization. For this purpose, more work is naturally required.
The British need less rework because their problems are not as numerous and complex as the Germans. Different civs require different workloads according to their own conditions, so there is no need to compare them.
I think the problem is with the Swedes and not with the Germans.
Except for the lack of musketeers, the Germans are actually quite complete and didn’t need much help from mercenaries. Even the lack of musketeers isn’t very important in the late game. On the other hand, the Swedes’ lack of skirmishers and light cavalry makes their weakness very obvious, so they have to be very active in the use of mercenaries.
I agree to buff Wallenstein’s Contracts, such as making it able to benefit team mercenary cards and infinite mercenary cards, or making it as cheap as 1500 coins. Other than that, I don’t think the Germans needed more help with the mercenaries. Maybe also allow to have 3 more types of mercenaries at Taverns than other civs, and that’s it.
Im fully aware of the winged hussar card and its dissapointing unit graphics. However Winged Hussar have nothing to do with Prussia even if they ruled parts of Poland (like Austria and Russia). The card is in al likelyhood a reference to the siege of Vienna which was lifted by the Polish. If the Polish would ever come to the game they would surely have this unit. But it has no place in a German and/or Prussian civ. Not as a trainable unit at least. It could perhaps become their repeatable native unit shipment reworking winged hussar as a native unit for Polish trade sites if the Poles would never come as a full faction.