The Asian content from the TAD DLC requires a proper update. It would be nice to see a Westernization option in the Imperial Age. Likewise, it would be nice to see completely new Asian Minor Civilizations that would not be limited to being religious centers - which in itself is universal and not unique to Asia (Jesuit missions or Islamic Holy Sites already appear on maps from other continents).
I wonder how many PUPs are between us and the new DLC…
One could even go torwards the warlord era in china, basically a complete westernisation for japan and semi competent modernisation for China. (basically increasing cost for westernised units depending upon how many you field?)
Lol, Samurai are the new Opris but on drugs, that damage is insane, though these are with full upgrades and Onin war. They can have like 120 siege plus 1.15 multiplier in Age 3 since the new card enables incendiary grenades.
they do absolutely include pop in the cost of certain shipments, it was discussed why russia get 13 strelet which on paper is amazing value for age2 but costs effective 200w. germany as well is always in an odd spot since they usually having to build houses just to use their fewer shipment which allows counterplay a bit so more risk reward. Also inca gets 10 conqs, just guess the price? 750c. And yes, devs do peg the cost of influence to coin. so why does ethopia get a pass for this? for goon, a unit it can make for 1 pop starting in age2 and mass further?
as for AR civs, they have many usable cards but i find the AR players usually CBA to spend the time exploring it, hell i heard from many xbow is “bad” last patch till they realized 30/30c bow good. or that ethopia cant has bad eco but then didnt make MM’s or said shotels bad unit but never tried shotel gas etc. every patch the ethopia players declare their civ trash bad unsuable and then a month later they actually explore things and realize “wow flexible openings, super coin eco cow boosts fast musk s tier skirm 1 pop age2 cav archer various nats and incredible late game plus healing plus special techs is good, no way” and i would encoruage you to insteadd of thinking only 1 way, maybe the super flexible super unique design civ needs to be cooking a bit more before premature complaining or only comparing the best light cav shipment in the game (BR) and saying “if im not better than that, its poop.” Your not being punished, your being brought into balance with the rest of the civs
That is crazy.
I love the idea of Odzutsu-armed samurai, however it’s gotta be some sort of new unit (Grenadier-line) or replacement of the Morataru.
i did not need to see this before i finished my coffee
(cue flashbacks of TAD japan shogun drivebys)
god imagine timings some ronin and 10 of these into your backline in teams/treaty
“No. This is not Okay! This has to stop. It’s time to stop.” Some youtuber some aeons ago.
No, honestly i don’t think we should have 600+ HP and around 200 siege damage with 14 range as a unit for japan.
sure, its all for better good, we are drowning in balance. esp when no math included
This card must be at age 1 for anyone to actually use it, at age 2 to many better cards to use
The devs need to do something about this. The late game siege-y heavy infantry death pushes are getting out of hand and the stats on those Samurai are beyond nuts.
First it was Giant Grens, then Ottoman Gren/Jan and now it’s going to be Samurai… and Samurai can be trained on the battlefield…
Daimyos might have been acceptable before, but Japan can’t have them in there current state AND Samuradiers (or Grenurai?).
This is gonna be absolutely horrible…
New icons for cards:
Yongle Infrastructure (ex-hanging bridges for the Chinese)
Dutch East India Company for the Dutch
Frugal Construction for the Dutch, Maltese and Swedes
Habesha Kemis for Ethiopians
Quiche for the French
Senegalese Riflemen for the French and Hausa
Odzutsu Mortars, Samurai, Yumi, Ashigaru and Yabusame Attack for the Japanese
And the new cards:
British Grenadiers (British)
Maltese Falconet + Mortar
Russian Expeditionary Force for the Romanians
Is this some sort of april fools joke way out of time? Are we really going to drag salts in a ditch and just shoot them while leaving chinaco unotuched?
This feel more like an half change if anything, you are reducing the range which is fine, but for being a revolutionary replacement, or as some people want to see it a carolean one, while leaving them at 4 base speed? Also the cost increase would have been better if it was 10 food instead of 5 coin if it was really wanted
Why so much hate for walls? Why not just remove them and be done with it?
So much crying about people building walls. LOL
This is not a simplification, it actually makes it more confusing. People complaining about the obscurity of the name were comparing it to the original card named Team Ranged Infantry Combat which is obvious, but pretty bland and also doesn’t give an indication of any special bonus to French and Hausa.
I’m assuming the effect is the same, but the new icon that gets rid of the arrow and name that explicitly says riflemen is going to make people think it only affects rifle infantry. If the effect is not the same that’s also bad since it’s almost useless for Hausa if it doesn’t boost Fulani Archers.
To simplify it, keep the French vocabulary, but get rid of the syntax to make it Senegalese Tirailleurs. Tirailleurs is vague enough to refer to non-rifle units and doesn’t misrepresent the card as only affecting rifle infantry. The icon should also still have an arrow to make sure the effect is still clear at a glance.
Thanks everyone for taking the time to post your thoughts in this thread and across other channels! We’ve gotten great responses already for positives and negatives and everything in-between.
This was an important PUP we wanted to roll out ASAP for this exact purpose. I’ll be putting together a report of feedback collected across platforms for these first 24 hours and then another for next week, so keep doing what you’re doing.
I’ll be the only one here to probably wants this, but I still think Wooden Pallisade walls should coexist with Stone walls. Having the Stone walls as the tougher but more expensive and longer walls to construct alongside the cheap and weak Wooden walls makes sense.
Both have their pros and cons. Paper-thin Wooden walls provide early defense and later are just cheap pop-up walling to get some quick emergency barriers, whilst Stone walls require far more time and resources to construct. The current system is a leftover purely from AOM.
yeah its my understanding the engine is coded in a way to make walling tricky, but in a perfect world i think this system used in the other aoe’s is much cleaner to have early wood for quickwalls, reduce raids, and giving options vs rushes while late game walls remain stronger but far more difficult to commit to so its not spammable or at least diminishing return to spam. hard to fix since in aoe3 there are crazy rushes and also crazy scaling so finding a sweet spot in current wall system maybe harder than just trying to redesign it
- Walls: Costs increased by an additional +4w to 10w (up from 6w).
We are entering the realm of overnerf at this point. Now if someone wants to drop a 2 piece pillarless wall it has to chop 30w which is way too much.
This change is maybe fine but should only be a thing after the bastion upgrade.
Also Sweden Hakkapelit needs some nerf revert or just buff. 10 range is abysimally low and makes the unit non functional. The penalties against infantry are not needed and are anti-design. The unit is more expensive than dragoons and it’s strictly inferior.
fwiw i think they are much better in team play, where they can get carded and massed, and gives sweden something to do besides spam caroleans for the entire game.