Hello everyone! After playing the game for 1300 hours, I found some problems in it and would like to discuss their solutions. Maybe this topic will be useful.
EXPERIENCE
Let’s start with the production of experience. To test this, I started the treaty and took all the experience cards for the selected nations and began to build only the economy. I got the following results at 40 minutes:
- French 17 shipments
- Italy 16 shipments
- Spain 16 shipments
- Portugal 14 shipments
- Dutch 14 shipments
So what is our advantage: 2-3 shipments after 40 minutes of play. I wonder how long it will be to take advantage of the French team card that gives +0.10 exp trickle LOL. Not to mention the fact that in the classic by the 40th minute someone is already won. I can’t say for sure whether it is necessary to change the experience products into a minus or a plus, but Italy should receive more cards for the crazy spam of the Lombard buttons. Basic experience production from one church is 0.70. Italy has 3 Basilicas (+3.0) and 5 Lombards (+1.25). And the differences appear only at 40 minutes. These actions should be beneficial, but they only compensate for themselves.
PAPAL SHIPMENTS
I don’t know if there is any possibility of putting them in the position of American federal states cards. It is very inconvenient to first switch to the Basilica during a battle, and then, if you want to cancel the shipment, call the deck.
PAPAL GURDS
Maybe I’m stupid and don’t understand something, but why does papal guard have 27 damage at maximum? This is a basic halberdier with inverted armor that arrives in batches of 7 once per minute. So why does he have 44% less damage?!!!
LOMBARD
Having started using lombards with an initial amount of resources, I got the following results:
- 800=>799=>923=>985=>1048=>1172 (10 minutes)
It turns out that using something other than gold is unprofitable. Then I decided to see if there would be any changes after Usury shipment:
- 1641(gold and wood)=>(insert 1750 food)=>3583(gold and wood)
- 1641+1750=3391; 3583-3391=192 bonus res (Oh yeah! It works. But this card is not worth it, it is better to take another boost for units, or speed for peasants.)
Lombards, as I understand it, are supposed to compensate for the lack of factories for Italians, but they don’t do this. Italy currently has the weakest economy in the game.
Perhaps this is a very useful building for island maps where you can generate wood faster than everyone else.
SPANISH DOGS
It’s a shame that India, Inca and Aztec can fully train pets, Ethiopia can mass them from shipments, but Spain only has a neutered version of this ability. Yes, Spanish dogs deal crazy damage. I once saw how this helhound devoured a cuirassier. But wouldn’t it be better to reduce their damage and increase their number? So I want to change the Conquistador card:
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Damage 8(-7)
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Conquistador Heroes get +50% hit points and attack; War Dogs get +20% hit points and attack; +5 War Dogs build limit with every age up, Rodelero use a charged ‘Pistol Attack’
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TEAM Fencing and K9 Instructor Heroes get +20% hit points and attack; Pets get +5% hit points and attack
RODELERO
A Spanish unit that is never used by anyone, at least after age 3. This is because it does ridiculous damage comparable to a tercio. What’s also funny is that this unit was nerfed from time to time. That is, the developers think that he is too strong LOL! But I’m talking about the fact that the unit is not used in the game at all. As does the conquistador card if the player is targeting the late game. Spain also has a team card that increases the damage of melee infantry, which is useless for the Spaniards themselves.:
- Rodelero
Hit points
135
Damage
15 Hand (+4)
Bonus damage
×2.0 vs. Cavarly
×2.25 vs. Shock Infantry
Pistol Attack
Automatically activated when attacking with a cooldown of 40 seconds; requires the “Conquistador” Home City Card: Charged ability that performs a ranged pistol attack which does 15 damage from a range of 12; has a multiplier
2.0 vs. Cavarly; 2.25 vs. Shock Infantry
And some shipment upgrade:
- TEAM Hidalgos +Rodelero train time -10%
This is necessary so that the rodelero can fight with someone other than spearmen and cavalry.
Or
Reduce the cost of this unit by -15 resources so that its cost is comparable to its effectiveness.
For now, I only use rodelero as a useless meat shield when the enemy start mass producing halberdiers. They can’t defeat halberdiers, but they can block them. But his upgrade to the imperial age costs the same as a musketeer.
So let’s summarize the results on dogs and rodeleros. These two cards and the change in characteristics will offer Spain a new build, in which the cavalry will be weaker, but the player will concentrate on archaic infantry and dogs. You yourself gave them a unique unit, why did you make it uniquely useless?
As for Italy, it’s not at all clear what’s broken. Most likely EVERYTHING. So we can start with small changes and see what happens.