Russian design issue

Since Russian barracks shoot, they can only be built 7. And this is a big problem at the age of 3-5. I can’t use them as outposts because there are only 7 of them and if they take part in the battle they will be immediately destroyed by mortars and I will be left without infantry. I also cannot use them as barracks, as other civilizations do, which build 8-15 barracks in a given place, seriously delaying the advancing army, even if they lost the battle. No one will leave enemy production buildings behind their lines. As a result, it turns out that Russia has neither towers nor barracks.
It is also extremely problematic to control the map, especially if it is large. At least 2, and preferably 4 blockhouses should remain at the main base, as a result we only have 3-5 offensive blockhouses to control the remaining 80% of the map. This is absolutely not enough. It’s a rather strange decision to give Malta 14 blockhouses, when they can already build fences from hospitals, and give Russia nothing. Malta is also able to immediately respond to its lost blockhouses, because the sentinels and the explorer can build them, and the explorer also has an aura that speeds up this construction. Ok, its very cool. But for what reason?
Does Malta really have a shortage of production buildings, while Russia has an abundance of them? Do not misunderstand me. I love it when a civilization has additional builds, it’s very cool. But I don’t understand why it was overworked there, but not finished here.

I’d rather not to tell ya that blockhouses are awesome and end it there… If you are having too many problems with Russia, mind if you send a recording? Maybe there is a way for you to get around it.

A different perspective could be enough :man_shrugging:

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Nah. My winrate 63% absolutely suits me. Even in Mexico, playing only in 3 saloons, I win. It’s just that it’s very easy to counter with the Portuguese, Japanese and Chinese. And that’s not right.
It is also not right that:

Every civ has plusses and minuses. Blockhouses are very versatile buildings. Yes, they function as outposts and barracks. Send the card in Age 3 and they can make falconets and mortars too. 14 of them would be incredibly strong, particularly given Russia’s instant-train potential. They can get infantry without waiting, and if that’s the case, you only need one of them in your forward base. You also get 3 forts and one of the easiest pathways in the game to remake them (using musks) after sending Pyotr’s Toys in Age 4.

There’s nothing wrong with the blockhouse. Russia is a very well-balanced, very strong civ. It has a strong rush. It has an absolutely beastly late game. It has versatile cavalry and a full range of cannons on top of that.

As for the comparison to Malta. Yes, Malta get 14 outposts and separate field hospital/barracks. They also have weak infantry, relying on archaics. Their musk is a 2-pop unit, and they’re strongly encouraged to use melee infantry which is definitely a strategic challenge. They get the 14 outposts because their infantry are pretty lackluster, even worse than Russia’s. They’re a turtle civ. Russia isn’t.

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Can you explain to me as specifically as possible what this “increadibly strong” power will be? It is very interesting to me.

If you’re playing against a degenerate, then yes, that’s quite enough.

What if I don’t want to have a high chance of losing due to using ineffective soldiers? What if I don’t want to pull 3 important economic cards off the deck in order to build these 3 forts?

Yes, no one has this.

Since when is the arbalester weaker than the strelets?

What is it then?

You’d have 14 tower/barracks/artillery foundries on the map. You can take cards to give them more hps, one a team card, the other in Age 3 that gives 2 free ones, so they’re now, hardened targets, and harder snipe which they’re spamming units at you.

If you have instant-spawn, all you have to do is keep clicking. You can easily set this up. You don’t need more than one blockhouse if the instant you order a unit to train, the unit appears. Have you ever actually tried this? You don’t need more than one once you get that. Your forward base would be better with one of your 3 forts and enough stables and artillery foundries to produce the rest of the army that supports the instant-spawn infantry. Seriously, try it.

That’s your business. You craft your deck the way you like it. If you’re playing treaty and want to spam instant-spawn infantry, you may indeed want that extra economic power. But don’t whine that your forward bases are weak when you made a deliberate choice to prioritize more food/gold for units instead of investing in defensive buildings. You have to make strategic choices in the game.

If you really are that dependent on having more blockhouses, revolt to Romania and you can build plenty more.

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I expected something different from the title of the topic - discussions about giving the Russians civ an even more Eastern European content (which they could use also Polish civ).

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In the time period in which the game takes place, Russia was an exact copy of France.

NOoooooooooo.

the upper class wanted to be western but they weren’t and neither was the state culture which had and still has more incommon with the mongol system.

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Fencing school, dueling school, and standing army. Boom, that simple. You’ll have infantry training within 10% of the time it normally takes.

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That’s a high %, except you forgot to mention it was on TREATY :open_mouth:


I changed my mind, you don’t want to improve, you just want to win man, sooooo…

:arrow_forward: :arrow_forward: Blockhouses are awesome :arrow_backward: :arrow_backward:

:arrow_forward: :arrow_forward: Blockhouses are love :arrow_backward: :arrow_backward:

:arrow_forward: :arrow_forward: Blockhouses are life :arrow_backward: :arrow_backward:


Word

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I think this is pretty much meta for Russia. Can’t think of anyone not doing it.

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So you dont agree thats it suits me?))) LOL!

And I don’t know where you got this from. Official Microsoft information shows differently. And I don’t know what these percentages with flags mean.

If I wanted to win, I would just play for the Dutch or Ottoman, didn’t think about that, right?)))

These threads are funny to read. Treaty might as well be a completely different game if these perspectives work over there.

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The primary difference are the decks. Because there’s no chance of early aggression, people can stack all the best eco and unit upgrades in age1-3. Age4 is pretty much identical. Late game supremacy is very similar to treaty and many of the balance problems observed there are the same as treaty. Supremacy between turtle civs can easily escalate into treaty-style tug of war. This is why people generally hate walls in supremacy.

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That’s what I thought, but I’m not a top 200 treaty player.

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Blockhouses are broken, no other civ gets half a house, a barracks AND an outpost for only 250 wood! They should cost 500w for all that :smiling_imp:

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Half a house, and only 7 build limit barracks. However, if you’re willing to spend 100 more food before advancing, then they give 15 population.

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You know Russia can build forts with musketeers, right?

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