Subjective take: Viking changes

Quickly summarising all changes in PUP:

  1. UT1 - Infantry get +5G for killing villager, +20 for killing monk, trade cart, trade cog in addition to current effect
  2. UT2 (new) - Archers and Longboats +1 attack
  3. Elite Longboats -1 attack vs ships and buildings

Imo, the Longboat changes are useless. Basically, Elite Longboats are nerfed till they get their UT, but after the UT, they get +1 attack vs land units compared to current patch. Other changes are definitely there in the correct direction.

If I were to do the same changes, I would do the following, where the UTs could be named anything (which I am not focussing on):

  1. UT1: Infantry generate gold (Keshik mechanic) while attacking villagers, monks, trade units, fishing ships, transport ships, Wonders, Town Centers, Castles, Towers, Monasteries. The gold generation is stronger than the Keshik.

  2. UT2: Infantry +5 attack vs cavalry, +4 attack vs Camels. Archer line +1 pierce attack.

The gold generation contains a bunch of units and buildings, but they are related in a way that these are all important buildings, or civilian units. The gold generation can be adjusted on how much gold is generated. This is a purely raiding technology which will be very cheap - costing only food and wood.

I also dislike the mechanic in which the gold is granted only after the kill is completed. A suspecting opponent can simply delete his units, or worse allied soldiers or your archers can steal your kill hence denying you of your gold.

Secondly, since Viking infantry is already jacked up, I thought why should we give it extra attack vs cavalry too? Castle Age is not the age when missing Halberdier will be a problem, so I can safely move it to Imperial Age. The tech itself is very expensive for Castle Age, hence it is discouraged by devs to get the tech in Castle Age itself. Now here I simply merged the archer attack with the infantry attack. Hence you simply upgrade your foot soldiers at once.

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This is such a weird take. What mode do you play, if you dont mind me asking? Because in standard games thats absolutly not a thing that will happen.

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I play RM. I agree that this looks somewhat different, but let me explain. This take is wrong for villagers. However, even heavy cavalry cannot chase trade units, so how can infantry? On the other hand, players are always microing their monks, so they can delete it as always.

Sorry, but then i really dont get your point.

The tech comes in so late that you will never ever be able to micro-delete individual units. Add to that that your opponent does not even know the tech is in. Maybe, maybe we will see a monk or two deleted but even that will be very rare.

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Yep exactly I hate this, I also hate how this can be done with conversions too. I made another post about that a while ago too…

I know this will never happen, but how cool would it be that in order to destroy your own units and buildings you’d have to physically attack them with other units of your own. Like each military unit had an “execute” function where they could “execute” their compatriots. That way you couldn’t do these cheap tricks of deleting unwanted units with the click of a button to deny the opponent kills/conversions.

It literally happens all the time with monks and conversions.

In early castle, not in late imp. And versus a unit that you KNOW can convert, while you will not know whether or not your viking opponent has the tech.

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You have really good points.
The UT’s change you propose sounds very logic and better designed imo. It would very nice that a dev read it if there is time to change it yet.

yes, it is annoying… it should be by attacking, not only by killing.

Beyond I share with you the discontent with the insta-deleting mechanic, I see your idea impractical.
Another idea: when you delete a unit or building, it becomes to Gaia for a couple of seconds (is still convertible by monks or attackable) and then dies. You can see it like you exile the unit or abandond the building.

Killing your own units should be to some extent “impractical”. Like insta deleting buildings to surround archers etc… its cheesy and not good gameplay.

meh… kinda feels weird tbh.

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Agree with you. insta-deleting is kind of exploit.

Maybe, but at least you can’t do the insta-delete buildings to round archers, or delete units before their fall to convertion (there is a tech for that…), or in this case, deny the gold looting for vikings

This post is not about deleting own units. I just mentioned it because there is a chance to not, not that the enemy will always be doing it.

Why does destroying Monasteries not give Gold?
That would make more sense then killing monks?

Not really that important I guess since your enemy won’t have that many Monasteries usually but it would be nice for flavour.
Similar to the York mission. You get a full 1000 Gold there though.

Maybe Gold form destroying buildings would be a nice Mongol UT to replace Nomads.

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It can be a good one for sure, but I want Vikings to have gold generation by attacking monasteries and TCs for sure. Mongols can have food and wood instead.

Trickling resources while attacking a building? That would be a little different then resources for destroying.
But the destroying part has the issue that the other player might delete the building to deny the resources.
Not sure if the code already handles that situation though, check which unit attacked it last and then even give the resources when the building/unit is deleted.