Solution to make india more played in treaty

which is obviously why that works in flokos games.

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boa ideia seria muito bom ter um vagão desse pra criar artilharia mais seria mais balanceado para era 4 e custasse 1600 de exportação

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I bee playing them for years, and it seems we play the same civ but not the same way. And I think you are finding India lacking because you are playing it like a Euro civ with skirm/ howdas, but to make that work you really do need cannon. But if you play India the way India was meant to be played as a more aggressive melee civ then that does not seem to be such an issue for me, and the occasional batches of cannon do wonders.

  1. How does Karni Mata work? Was it changed for DE? (note I don’t play DE) It has always worked by providing a 10% bonus to the total res gathered under it to my knowledge

  2. Mansabars having to walk is like a reward to your enemy that had to work hard to kill them lets not make India Meme worthy lame OP. Its a nice fun Niche civ that can be good vs some civs and maps.

  3. India gets a free vill bonus with every shipment. that is pretty nice… also their best abilty, most OP ability, the TAJ malal man… how can you deny that other civs would not like this? in the game I just played I used it to completely take out his start army in under 30 sec. Giving him no time to react and losing almost nothing for his very expensive army.

  4. India does not need nearly as much coin as France does. Unless you play it the way you do spamming out weak camel units avoiding wood cost. which leads to 7…

  5. Why not? Mahouts are great… I made 11 of them, 3 for free, Look at all he had to try to do to stop them and that army still prevailed. so 8 mahouts, cost what like 1800 wood, plus about 70 tigers, for all my cavalry needs. Food is basically free for me, I don’t care how much food I spend, because I early traded and have ample amounts and plenty coming in.

  6. yes the taj is best when your FB is about to get broken and you have too much army in production. Or to save from a side flank to your main base.

  7. So what do you do with your consulate? not spend it? I admit I do not always spend it, but at a certain point I do. Especially if the game does get drawn out and I do have to go full economy again and mine for coin. then I use those to fill out the gaps and change my fighting style to see if they get locked into fighting me the old way.

  8. Its about balance and how you play the civ. I use much cheaper coin units that provide better kill ratios than camels. If I had played India the way most people try to the game would have gone much longer, especially on a large map. But when you leverage India this way it doesn’t… even vs Ports, their known counter civ. (which he could have played better making some muskets instead of jinetes)

  9. Yes Euro civs have ways of getting XP too, but they are also paying 1500 coin to get those 2 factory cards in age 4. When I first started I waited until age 5 too, but its actually better to make them in age 3 transition. You get your villagers out faster and it all cascades to like an extra 100 pts at end of TR.

  10. You have to plan to be able to delete down. If our indias met and you did not delete down, I would drain you with extra forces… if you did delete down our eco to match then you will not have the food to supply it for long. If you leverage all to make the most out of the fur trade its greedy and costly.

  11. Its kind of an advantage really to not need techs so one can spend all all ones export on units, 4 free vills for one in age 2 is bigger than a free bank in age 4, and does not count towards total vils. India has some very nice buildings, and I certainly would not want to lose my Taj mahal, but unlike most other civs, they can get by fine without them. Other civs are severely handi capped when they lose a factory or wonder, but to India they are just icing on the cake.

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jesus, cara você tem bons argumentos.

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Also to note a 1 pop mansabar for sepoy or gurka would be really good. But I do not use them in my start army, I get the 16 roger rangers from the brits to start, and then only make them if the opponent is either really devoted to muskets or they are behind walls. When you delete down a bunch you can make more after getting a good established battle. but careful to not over commit to them as a hussar raid can turn the tide of the game if you lose it and have no sepoys left. You can see just by how many that survived I was making them later once I was already winning

Usually you go gendarmes for your start army though and then switch to brit cons for the HP bonus

Why? Its expected… and I believe they nerfed the numbers for it, yet not for other start armies. So hopefully they will have totally different coutners expecting 12-15 gends vs. 5 falconets and 16 roger rangers. Which I will protect. That army stayed with me most of the game…( 2 rangers even survived 7 mins of fighting) he used a lot of his culverins and cav spam just to get to them, payed off way more than some gends when his start army is half dragoons and black riders.

You can either react to their army, or try to get them to react to yours, its a delicate balance.

I only used France once I hit age 5 then I boom for it until a few minutes before TR end then switch to Brits and make my army then.

For those that wonder, I send the cheaper consulate army card as my 2nd-3rd card going into age 2. Set to ottos and make the 4 vills then switch to Ports, by then you gathered enough coin to age up and age up with cheaper food (I use 7 vils on food once I’m in age 2 and new vils are all coin). I then switch all coin to food and some on wood (12?) and start gathering for my cows. then I just eat all my hunts up and switch those vils in the area to coin or whatever the map dictates. Rushing to age 4 is not a priority as no factories to get to. well then I stay on port consulate until I can get to age 5, then a lot of vills go to wood so I can make all my paddies while it slowly releases the ports. Then i set to france, and late game send some crates and then by the end stay on brits.

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I guess it might be preference as the rest of your build seems correct. But falcs usually are really easy to snipe in the start fight, whereas gendarmes can more easily win it in your favour, I think. But hey if you can keep them alive, you keep doing you for sure :slight_smile:

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Most people do not build too many culvs like they would vs a Euro civ as they do Vs India. S0 having 5 falcs with 3 siege eles needs a lot of pop to deal with. mean while you still have 3 mahouts and 20 tigers to strike out as a hammer. And position to flank etc… The key is getting them to react and off their guard which why I used the peace intervention at the start of TR and just put all my melee sepoy right on top of everything. Maybe not for all players but he was really unable to react to it since all he could have done was run some Dragoons away, and he kinda did, but that is a sacrifice to the heart of his army. I bet my cannons really only got like 1-2 shot off after unpacking. (note that does not work well vs all compositions, but he was lacking a heavy inf unit so it works wonders)

Before his last dragoons were even gone 80% of army was moving towards base. Do not get caught up with flies!

That’s when I deleted down, spam a FB and hit with an even bigger heavier wave… man I love this civ.

I send 4 vills in 2nd age, then go France until TR end.
Taj Mahal was nerfed, nerfing your units’ speed.
I dont rush to 4, I hit the wonder with a vill and keep the auto building. I gather in transition to age up to 5 at the end of that wonder. Then I have upgraded paddies to wait last upgrades without leave natural res.

About Howdas, I dont see them efficient, they are expensive and enemies can focus on them easily. Same for Howdas. I have to try Urumis with that military HC points, but a bit buff to that age 4 card could be nice like less time or a bit more units in order to mass them easier. Also camels train faster now, being other option

About consulate a Bank, batches of 10 units or a factory are better than units for 1 time, the same as aztec’s big buttons. Also Port consulate is useless for indians cause mughal architecture, and if you use it for wonders you will get that “saved” food in few seconds, thats minimum.

The consulate’s units cant be there too much, they will be killed. I repeat that a 47min treaty match is not a good example of a treaty game, which are longer most times and export run out.

About your age 2, with both trickles you dont need any villager on wood to keep TC working, only 2-3 to building or upgrades. I change to wood in 3rd for keep 3TC, aging up with Tower, I build both TC.

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I am not sure how I feel about going directly to france… You get so much out of Cheaper (thus faster) age ups saving like 1000 food overall, and save tons of wood too… Early on one only has a fraction of settlers so 5% is not getting that much by the time you age to 5.

I hope it nerfed all players speed otherwise that is kind of a civ deficit to use, but still good to pump out some troops. I think my walking over their army would have still worked, it just makes base running impossible I imagine.

I always wondered if camels (sowars) would be useful if they trained as fast as Euro cav. but I disagree mahouts are easy to deal with… If they had good pathing would really show their true OP strength. And one really does have to choose between the 2 for cards and I would not ever use Zams.

I do think the best buff they could give to them would make Urumi arrive faster. (fix mahout pathing)

Like I said I tend to use my consulate to defend my base… my army composition needs no cannons because of how strong a melee game India can be played. They are nice for the start and certain times though.

the 47 min match is a great example of how this strategy works… always with India the more time you take the more edge you give to a Euro/ Asian civ to win. To say it fails to illustrate something because it worked too good… well… find me a better example.

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Well, Gurkhas can reach 37.84 atk wich is hiher than any other skirmisher in the game (not the highest of all skirm type units), except for the spanish skirm with unction, and reach to almost 272 hp wich is not bad, and speed is not really that important in treaty, even less for a skirm type unit, but still, i can agree that they fall a bit behind cause they do cost a little bit more but they are quite good i would say they are one of the best skirms in the game, maybe not top 3 but top 5 or something, perhaps they can use a small buff…

gurkha are very good skirms with the mansabdar aura. they’re not as good as forest prowlers (47 attack & 22 range) but better than german skirms, fairly on par with voltigeurs. my strat for india in treaty is (unpopular) using the ottoman consulate to get some bombards or hussars. i don’t feel like 7% base hp is super worthwhile anymore with the nerf from 10% and the units/los feel better. the ottoman brigade is also nasty

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It´s taken out of context, yes it´s true, but skirms sometimes can also kill gendarmes, i mean, of course they can kill them, and they are not very tanky but it´s cheap, has actually 30% rr and deals A LOT of damage to skirms, plus they are one of the fastest melee cavs in the game.

Not if you use sowars xd they are actually faster, and elephants are not overpopped

Is actually the fastest unpacked i think and packed is almost the same but don´t have to change between one and the other

So?

The problem is Sowars are a 2 pop cav with lower base HP and attack than a cossack so gets hard countered by everything else.

People may say You can focus a mahout or 2 down before the rest get there but many sowars will die for nothing too but no one notices it.

Mahouts even at 6 pop with 2000hp provide better efficiency when 6 pop of sowars will below 1500. Their speed is the only advantage here. I am not exactly sure how the area DPS works but I think 1 mahout after a couple hits starts 1 hitting every time or sometimes 2-3kills per hit.

The speed of the siege ele can not be overlooked. Good players can snipe cannons then draw them back, or cause an enemy to route around trying to get to them while they slip to the other side of an army. You can walk and shoot. When I start taking shots at like a factory, can shoot, walk forward away from stuff, shoot again, and walk like its nothing. Its very OP to getting mortar like units to the hard targets. Its also a dual use unit, acting as a culv and mortar, so for a euro civ to get the same (better and worse in ways) have to devote 8 pop, and more resources.

Gurkhas are better than german needler gunners, and sowars and other cav are even better when fighting skirms than a lot of royal guards

Amm no… if you mean flamethrower then it´s not really better than the others, often gets outranged, and japanese FA are cheap but they are not more efficient in their roles

I make them, and they often are better than mahouts and most cav actually imo, cause they are 2 pop, but are cheap, has 30% rr and one of the highest (if not the highest) damage to skirm type units

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Sowars are not the strongest cav. Technically a mahout does more per hit in numbers and in area. Also you have spanish lancers… which have like almost double the HP of a sowar. A uhlan does not trail far behind either, and is cheaper and has more HP, and attack scales to all units.

Flamethrowers are really good because they have high HP and culvs do not get bonuses Vs them. And with China always having pikemen or changdao swordsmen they are well protected. But China has lots of anti inf options since they have OP Chuknuknus, and free flying crows later, and possible german consulate Heavy cannons.

Flaming arrows are annoying, because they are a cheap weaker version. Makes them easier to spam, harder to micro down, and get a lot of value out of them, and kind of do everything.

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acho que o canhão que ele cita e o canhão pesado da fabrica chinesa

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@SecretHunter91 You have only mentioned just negligible factors. that too with half baked truth. IDK what kind of sowar you are using that is better than Mohout. Sowar is easily the weakest cav per pop, in the game. Even against the skirm, they need 2 cards to be viable .

meanwhile do check the pace od Japanese and Chinese eco and then the cost and range of Chinese cannons. They are far more efficient than a costly siege ele.

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the truth is that flail elephants are significantly mpre population efficient than sowars too, and thats a painful truth. decent splash damage, huge artillery multi and incredible ranged resistance. sowars are so disappointing

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