Lol, not anymore!
USA literally has ALL the abilities of ALL Euro civs, dialed up to 11.
They are literally made to be THE best civ.
Lol, not anymore!
American exceptionalism at it’s finest
And don’t you forget it!
Unless you have Oil and need McFreedom™!
What spanish 5 UUs? Rods, Lancers, tercios, musks and conquerors?
I think he meant the Spanish could have five Unique Units but they do not currently.
Spanish have three UU’s currently, Roderlero, Lancer, Missionary and four if you count the War Dog (which I don’t as everyone can get dogs) They don’t get Conquerers at all which is kind of crazy when you think about it.
As for the rest:
British: 2 (Longbowmen and Rocket)
Dutch: 3 (Envoy, Ruyter and Fluyt)
French: 2 (Courer and Curaissier)
Germans: 4 (Uhlan, Settler Wagon, War Wagon, Doppel)
Ottomans: 6 (Imam, Abus Gun, Jannisary, Spahi, Galley and G. Bombard)
Portugese: 2 (Cassador and Organ gun)
Russians: 3 (Strelet, Cossacks and Oprichnik)
Sweden: 3 (Caroleon, L. Cannon and Hakkapelit)
Even the Ottomans six pales in comparison to what the US have now and Sweden despite being a new civ for the definitive is more in line with the other Europeans.
Is true! My lovely dogs and not so lovely missionaries! Okok
The old euro civs are forgotten, hopefully them make news UU and rework cards
Forget card reworks, they need civ roster reworks. They need as many options as the USA has.
Germans cover Austria and Prussia, so why do they not have Magyar Hussar while USA does?
USA also has Uhlans too! And Dragoons!
While Germans still have no Musketeer or Grenadier, which are signature regiments of Prussia, for example.
To be honest, USA sounds exactly like Japan. " All units better than their counterparts and all kinds of buffs that others don’t have". Not that Japan was ever balanced. But actually I just played 2 games versus USA and won, unlike it would be versus Japan or Sweden, so maybe it is actually LESS broken than Japan or Sweden!
One thing that was concerning was that 3 gatling guns very quickly annihilated 8 jaguar knights, 3 skull knights and 6 arrow knights and 6 coyote runners, as a force altogether attacking at once. And that was 3 gatling guns alone with no units guarding them, nothing could get close enough because it got gunned down instantly, even the coyotes and arrow which are supposed to be hard counters to artillery.
Jon is right but that was some clever thinking on your part. You should consider a career in law, young man.
That is because the meta for them hasn’t been figured out. They have only been out for a day. Just wait until all their broken strats start to come out
No you can only have 2 factories maximum ,it’s not like South Africa.
flaming me, but proposing the same ;D
Well, now that the USA has them, and misses nothing for it, there is no reason why the Germans cannot have it aswell.
If we are going to throw balance out the window, it may aswell not just be for the USA.
With what little I played, I can only say that those machine guns are extremely broken, they eat both the cavalry and the infantry, and another thing that I did not like, are the shipments of uhlans and dragons. These arrive in fortresses, updated in imperial, and they only cost 500w and 500f, they should be updated only to their lowest level, at most veteran, and both cards should be worth 1000 gold at least, they are very cheap !!!
Any Artillery unit, by virtue of AoE damage, without reloading mechanics, will be broken OP.
You cannot seriously have a unit that constantly attacks with Area of Effect, at Range.
I believe, that if the shipment is sent that allows the machine gun not to be reloaded, at least put a possibility or 3 out of every 1 round in which the machine gun overheats or jams, as it would happen in real life, and be unusable for 2 or 3 rounds. And increase the costs of the letters of immigrants in general (preferably with gold), so that they adjust a little more to shipments of mercenaries and finally make these units have to be updated in the fort, that they do not update themselves!
I had the time to test this in Treaty and was pretty underwhelmed by its performance.
It does have a lower range than regular artillery and in practice, it actually stop attacking when it kills its Target and seems to take a good amount of time before it find a new target.
So it was rather micro intensive, especially if you want to avoid them targeting the cavalry frontline
I think youy mean the Legion shipments. not the immigrants.
I disagree. If teh USA wants to have shadow upgraded units from other civs, then at least give those units to the parent civs.
Like giving Magyar Hussars to Germans, on teh Stables, in the Industrial Age.
Why would you wnat to do that? Just have them fire at the closest cluster of targets, and watch them mow down everything.
Gatling Guns with Cofee-Mill card are actually great against Hand Cavalry.
The mass of units that needs to be killed is the Infantry in the backline, not the 10-15 hussars running loosely in your formation. But the important point is the main benefit of the card, no recharge time, is actually not that strong if you consider they stop attacking for 1-2 second between targets anyway.
They are obviously easy preys to culverins considering their low range.
Here are some of my ideas to buff the European civs to make them compete against USA late game and not make them too OP (mostly change about Unique church cards)
Roger’s Rangers 2,400 coin: Ships 19 Roger’s Rangers (Guard Skirmishers) that can be trained at Forts but with 100% slower training time and 20% more expensive, automatically upgrade to Imperial at Imperial Age
The Black Watch 1,500 food: Ships 7 Black Watches (Highlanders with +5% hit points and damage) and unlock at Saloon (Tavern)
Volunteers (USA revolution homecity card): Existing and new Forts spawn 4 Revolutionary Sharpshooters and they can be trained at Forts but with 100% slower training time and 20% more expensive
Imperial Old Guard (3rd grenadier card) 2,400 food: Ships 10 Old Guards (Guard Grenadiers) and allows them to be trained at Forts but with 100% slower training time (can be negated with Grenade Launcher homecity card) and 20% more expensive, automatically upgrade to Imperial at Imperial Age
Blue Guards 2,400 coin: Ships 24 Blue Guards (Guard Musketeers) that can be trained at Forts but with 100% slower training time and 20% more expensive, automatically upgrade to Imperial at Imperial Age
Waardgelders 1,500 coin: Ships 4 Waardgelders (Stradiots with +5% hit points and damage) and unlock at Saloon (Tavern)
Zweihander (need a new name) 2,400 coin: Ships 7 Doppelsoldners and 5 Guard Musketeers from your homeland. In addition, all Doppelsoldner hit points are increased by 5% and Musketeers can be trained at Forts but with 100% slower training time and 20% more expensive, automatically upgrade to Imperial at Imperial Age (Musketeer only)
Polish Winged Hussars (homecity card): Ships 6 Winged Hussars (Guard Hussars with 10% more hit points and damage) and allows them to be trained at Forts but with 100% slower training time and 20% more expensive, automatically upgrade to Imperial at Imperial Age
Bashkir Ponies 2,400 coin: Ships 12 Bashkirs (Guard Hussars) and allows them to be trained at Forts but with 100% slower training time and 20% more expensive, automatically upgrade to Imperial at Imperial Age
Kalmucks 1,500 wood: Ships 6 Kalmucks (Guard Dragoons) that can be trained at Forts but with 100% slower training time and 20% more expensive, automatically upgrade to Imperial at Imperial Age
New Order Infantry 2,800 wood: Delivers 12 Nizam Fusiliers whose reformed drills make all heavy Infantry train faster and counter cavalry in melee combat more effectively and they can be trained at Forts but with 100% slower training time and 20% more expensive (can be negated with Egyptian Army Reform)
Egyptian Army Reform (Egypt revolution homecity card): Nizam Fusiliers now can be trained from Barracks, Forts and Galleons
Order of the Tower and the Sword 2,400 coin: Ships 8 Order Knights (Black Riders with +5% hit points and damage) and unlock at Saloon (Tavern)
Besteiros 2,400 wood: Ships 18 Besteiros and unlock Royal Guard and Imperial upgrades but 20% more expensive (Papal Guard can reduce cost)
Royal Alabarderos 1,500 wood: Ships 9 Guard Halberdiers and allows them to be trained at Forts but with 100% slower training time and 20% more expensive, automatically upgrade to Imperial at Imperial Age
Wild Geese 2,400 food: Ships 7 Wild Geese (Harquebusiers with +5% hit points and damage) and unlock at Saloon (Tavern)
Gustavian Guards 1,800 food: Ships 11 Gustavian Guards (Veteran Halberdiers) that can be trained at Forts but with 100% slower training time and 20% more expensive, automatically upgrade to Guard at Industrial Age and Imperial at Imperial Age
Savolax Jaegers 1,500 wood: Ships 5 Savolax Jaegers (Jaegers with +5% hit points and Stealth mode); Upgrades Jaegers to Savolax Jaegers and unlock at Saloon (Tavern)
Some of them maybe too weak or too OP, so what do you guys think?