At the end of vid, even Viper agree how absurd Georgians are in like… all bonuses 11
Remove the cavalry healing bonus/cavalry specialty and make the Georgians a pure defensive/tower civ. You can even give them an infantry bonus and turn the Armenians into a cavalry civ instead, like they should be.
And Mule Cart should be unique to Armenians only because they were the ones who migrated. This will make them both unique, no reason for them to be regional units.
Considering iconic defensive civs like Teutons and Byzantines, defensive civs should not have strong eco but relative open tech tree. Their cavalry have some flaws, like no husbandry or bloodlines. But Georgians one is too perfect.
Maybe Georgians can lose bloodlines and blast furnace but give monaspa +20hp and slight buff of attack boost requirement from 7 to 6 knights around instead? This is somewhat like Lithuanians change.
The Armenians mostly lived on a plain, so the Mule Cart makes less sense. It’s supposedly meant to be an adaptation to mountainous conditions, so the Georgians having it makes more sense. Plus, donkey carts are famous in the Georgian region of Kakheti, so it makes more sense that way too.
How could they be? Crazy uptime, and scouts recovering life in the feudal age are a combo that allows for initiative against all other civilisations in the game.
I would rather take the mule cart away from the Armenians to be honest.
- Start with a Mule Cart. → Start with a Mule Cart, but with -50 wood.
- Add Warrior Priest, but remove Sanctity and Plate Mail Armor.
I detest those who drew the tech tree of the Georgians and Armenians. They are for different reasons completely stupid. For example, why do the Georgians have full upgraded Hussars that recover life plus take up less population space? Wtf?
At this point why not also give the Hussars to the Malians [irony].
Are you counting Boyars who arent even as good as Paladin against archers? Savars are the only ones that count drom your list, and barely, they are just a jack of all trades with some small bonus vs archers.
And I dont think your argument makes sense when specially in castle age archers can hold their own vs cav and cav has no bonus damage
So you want both mule cart and fortified church to go to Georgians while Armenians get nothing?
No. The Armenians can also get Fortified Churches.
Something about Georgians are still too good. Can’t point my fingers.
-50 wood would be fine except it makes balancing nomad a mess.
Monaspa the unit itself is fine now after doubling down on their low-HP shock cavalry identity. The civ feels too good at raiding for a defensive oriented design intention. So I voted scouts too strong.
Just make it 25 less wood, so you just can’t send all Dark Age vills to food but won’t affect them on nomad.
Armenian tech tree is quite awful imo. Being defensive civs can be still cavalry-focus like Teutons.
I don’t think the start is the biggest problem with the Georgians anyway, but if it were to change, what about “Start the game with -25 food and wood”?
I agree that this is very much necessary.
I really like this idea. As a defensive civ they don’t need this at all. Comparing them to the other defensive civs again, Teutons lack the Siege Ram tech (yes, they do get a bonus on them, but it’s a defensive one) and Byzantines don’t have Siege Engineers.
What civ could powercreep Lithuanians when it comes to do a fast dark age on Hybrid maps with Cavalry focus? and be the only civ in the game that could send all dark age vills to food?
Not you again! Leave us alone!
I do not. I’m not tremendously well-read.
That’s great. Read it during your free time instead of trolling here.
Or you trivially change the bonus and say that the first mule cart is built instantly. Like loom for Goths. So you don’t have to touch any starting resources.
Don’t jump into discussion without reading the context.
Imo, cavalry healing could stay in feudal but be 5 hp/min after bloodlines is researched. And let husbandry give them an additional 5 hp/min. In imp let their imp UT give the last 5 hp/min.
-50wood might be good for hybrid map balance but if regeneration is nerfed this might not be necessary on land maps.