Hello everyone
Today I want to talk about possible changes which if understood properly could be nice to see in the game.
I believe none of the changes I’m requesting are neither bad or good just something we can test and see the result if anything we have developers that can revert changes as we’ve seen already.
What I’ll do is give suggestions. If some of these might be useul for coming patch then please do use them
I’ll start with COWS:
I believe cows can have a rework in the following sense, not neccessarily to be made META but to be more ACCESIBLE
The cards
Ranching: which allows cows
and
Stockyards: which increases growth rate
both be merged into 1 as 2 cards for cows to work is too much for supremacy.
Ultimately remove STOCKYARDS [gives 30% growth speed] and replace it with a tier 2 upgrade which might cost 150wood/coin or whatever price.
We currently have as tier 1 upgrade SELECTIVE BREEDING which gives 25% increased growth speed and costs 75wood/coin if STOCKYARDS is made a tier 2 upgrade it could cost 150w/c
ULTIMATELY, I would suggest to completely remove cow and relative cards from game and just allow the mechanic within game itself and instead of allowing cows right away. Place a button that would take 1 min or 2 to complete then cows might be queueable afterwards.
Alongside this LIVESTOCK should be increased in size allowing for it to have 20/20 and its price increased to 300 if needed
If anything a good idea is allowing Livestock to have another upgrade just like chinese houses that increses pop. In this case the livestock would have an upgrade that would increase max amount from 10 to 20 and it would also increase in size to be able to fit 20
Something funny would be allowing each livestock sizeable upgrade to be unique to the building meaning everytime they are sieged down a new one has to re make the upgrade to allow more heradables in it
Allow livestocks to have a rally button for fatten COWS to be sent to a location, this would make it user friendly
Allow COWS and SHEEPS to be automatically trained as soon as available THIS adds for being user friendly
When it comes to russia I only have a couple things since last post I had made year ago I see strelet range is now a max of 18 by imperial, Unsure if we as a community were able to influence it yet I think it should be 20, here is more.
I’ll start with strelets then go with other changes that can be healthy.
Strelets should have range ups through their upgrade at the blockhouse and not through cards. Having to wait for a next age up and doing its upgrade is already a lot to having to also use cards.
So I would suggest
+2 in castle, +2 in IV and +2 in Imperial do keep in mind that supremacy games rarely get to Imperial and this change itself if it does increase win rate by a lot could be twerked around but the main reason to this is the following: If nerf is needed then I would go as far as splitting the upgrades from the normal up this would require 2 ups, 1 for the unit upgrade and 1 for the rnage. Doing this cost a lot in the early game and would require more than 2 block hosues or else you’d be blocking from making units.
Civs with strong musketeer shouldn’t be so carelessly be able to just go in and trade fine even if it is a disadvantagous battle for the musk if it is a battle that decides a match it is just sad that strelet would have to eat musk fire without being able to being a proper skirm. Like most civs have at least 16 range or more by Fortress.
Reason as to why we need +18 by IV is to be able to fight eagle runners, There is a game I recently played vs JPC known as probably best aztec atm and he just melt my strelets at 16 range in IV like nothing and one of the weaknesses aztec has is when you make skirms yet rus strelet does not have that range and pandours should not be able to kill ranged cav/ eagles
The +20 by imperial would allow to not be killed by its counter so easily and yet sitll be useful.
I still like the idea of making strelet cost half pop meaning 0.5, Would love to see how this plays out, don’t think this would make them broken and mostly benefits super late game
Pandours unsure which of the devs came up with the idea but it is great, after playing with rus it feels nice not to be eaten alive by skirms and now being able to actually kite things around the. unit is fine the way it is. It cannot kill musks or ranged cav as easily and is just used to fight skirms.
My suggestion here is to allow them to be trainable at the blockhouse after the card is sent for their own price of 185c per unit and if the change becomes troublesome then a nerf much later would be as soon as russia reaches INDUSTRIAL AGE this bonus is disabled meaning they are only used for Fortress Pandours are somewhat decent at dealing vs ABUS gun which for a long time rus never had anything other than Cav archer/ canons and that is a NON mobile comp
In regards of cards for rus
One issue I currently see is that new cards were released for Rus but rus already has too many fighting cards or cards that only have 1 purpose and to use them means losing a unit card. Some of the following:
Boyars was recently nerfed however I think the card at its current state is just useless. it adds only +1 damage to strelets and +25 hp to cossacks, Sending this card is really not that great
I would suggest the following, remove boyars from the game and the card in FORTRESS for Cav make it so that it adds an extra 10% hp/attack to cossacks meaning 25%hp/attack for cossacks only and 15% attack hp for the rest of the cavs
And to the strelet card in age 3 make it 30% instead of 20%.
This effectively reduces this card having to not send so many cards and at the same time Oprichniks are nerfed, They are really not as used
And as last
Can we have an upgrade that givs x1 vs ranged cav / eagle runners? we have one vs infantry, however back in the day Fan patch did change it to also give x1 vs ranged cav and I believe this can be made again. Just would have to change the name instead of COUNTER INFANTRY RIFLING TO whatever else fits after the change or Make a new upgrade usable after Fortress 200w/c as well that allows to counter ranged cav more effectively? please…
I also don’t think rus needs any precise nerf right now until we get to see them rocking the High % win ratios. That is the only moment when you actually nerf anything, based on Data not only opinions and for what I’ve seen with current data they are at the bottom when it comes to win %