I’m interested in how everyone is feeling about the Georgians right now. I’ve heared a lot of different opinions on how people feel about them since the Monaspa nerf.
How do you feel about the Georgians right now?
Early eco is too strong, nerf their start (e.g. start with -50 wood)
Scouts are too strong, nerf the healing (e.g. make it start in Castle Age)
Churches are too strong (e.g. +10% Villager work rate is too high or add stone cost to them)
Monaspa are still too strong
Some other things are still too good (if so, please comment)
Georgians are fine now, don’t change them
Georgians were nerfed too hard, buff them (if so, please comment)
I’d add some stone cost to churches and make the healing bonus start in castle age.
Going further, i don’t like how the monaspa works. I think it should have low base armor and with numbers increase it (only melee armor), instead the attack.
My own feelings are that Georgians (and Monaspa) are at a fine power level. However, they don’t feel like a defensive civ to me even though they were designed as one. Though I haven’t played them much since the last monaspa nerf.
I do have to wonder what sort of impact reducing their starting gold would have. It would make it harder for them to get to castle age, but wouldn’t be too detrimental to their Feudal scout play (other than that bloodlines would be harder to get). Though they would need a compensatory buff.
But overall, I think they’re in a good state and don’t need to be changed.
Why a civ deserve to have a powerful eco boost and at the same time being a strong one for defenses without drawbacks in the late game? Why Poles have to keep the drawback of the Folwark eco with exposed villagers?
Even it doesn’t need to be 50 stone, put the wood cost of 175w and 25 stone (same total cost like now), Georgians could get -75 wood Fortified Churches but the workrate boost reduced from 10% to 8%, so is better earlier for defensive use but less of OP economy in late game.
Armenians could get the stone cost removed as civ bonus.
Dude, nonsense is giving to a building the same attack capacity, HP and armor of a TC, almost the same garrisone capacity, an aura that boost your eco and over that works as a normal monastery… And just costing +25 wood.
Plus, if I get strict, fortified church have the “stone defense” armor class while TC doesn’t and, for balance reasons it cost stone, to avoid what? Exactly, the spam of fortified churchs…
I think that could be a midpoint. Give gerogians and armenians a regular monastery that you can upgrade individually to a fortified church for a stone cost. Because I know, that a monastery that cost stone could be taking as a nerf. A similar case to Sicilians with the Donjon.
I still would prefer a little stone cost, instead only +25W.
50 stone is not a crazy, taking in count all benefits fortified church gives.
Again, you could see this as a nerf, but this make the civs unique, like sicilians with donjons.
Did you even read what I proposed, 100w 25stone Fortified Church is still a darn good basic option (possibly will be even better than you think), just put a drawback to not being freely spammable at late game, and if you want to use Monks you won’t be needing too many Churches anyway,
I thunk you arebeing unnecesarily close minded, not on stuff like the Shrivamsha or the Monaspa but on the game as a whole saying theres no stuff to add left
Theres still no anti archer cavalry for example.
And honestly the monaspa civ bonus is kinda vanilla because in practice once you reach the numbers its just a flat bonus, I dont really get the point of these kinds of auras of “get x ammount of units and you get x buff”
It would be cool if the Monaspa had a gimmick that reflected the Battle of Didgori, which was its first engagement. The Seljuks outnumbered the Georgians and their allies by a significant amount, but still lost because of their poorer armor and equipment and David the Builder’s extremely effective tactics.
Savar, Sicilian cavalier, Paladin, Coustillier, Boyar?
Cavalry is already anti cav
Same way you don’t need an anti-inf Archer, or anti-cav infantry unique units. Unique units of that type usually have other bonuses that make them unique