Suggestion to Reduce Population Cap for the Dragon Knights in Late Game

Hello everyone,
I’ve noticed that the Dragon Knights civilization seems to struggle significantly in the late game. In comparison to other factions, they lack the strength to compete at the fourth age. To help balance this, I suggest reducing the population cap of their units once they reach Age IV. Lowering the population requirement for their units would make them more viable in the late game, allowing players to field more troops and enjoy the unique aspects of the Dragon Knights without feeling at a disadvantage.

Their units would be way OP if they were only 1 pop.

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Thank you for the response!

I understand the concern about the units potentially becoming overpowered with a population reduction. However, a possible solution could be to adjust the production speed of the Dragon Knights’ units to control their strength, similar to how Delhi Sultanate’s elephants are balanced. By increasing the production time, the overall impact of having more units on the field could be moderated. This would allow the Dragon Knights to remain competitive in the late game without creating a balance issue.

Creation time nerfs just mean make an extra production building to compensate. Having twice the stats in the same pop on top of those unique techs is just never gonna be balanced.

Thank you for your feedback!

I see your point about creation time nerfs potentially leading to players building additional production facilities. To address this, I’d like to propose a different solution: what if we allow low-population units to be produced only at barracks that are placed on Holy relic?

This way, players would need to invest in controlling Holy relics to unlock the production of these stronger units, adding a layer of strategy and balance. It could encourage players to compete for these key locations while still making the Dragon Knights more viable in the late game without breaking the balance.

What do you think about this idea?

That is a better way, but in the end its still a matter of time until one civs unlocks a power thats flatly unopposable. The final outcome of that is everyone playing OotD and fighting over relics at every level.

Rather, why not just have the basic 1 pop units available in parallel the stronger 2 pop units?

Sorry bro, but I can’t agree with you. The problem with OOTD is that when both players reach 200 pop, OOTD has a lot less pressence in the map, around 80-90 Villagers + 55-60 units while other civs have 200. This means 60 more units moving around, raiding and attacking different places. You must consider that OOTD Production buildings works at 2X resources per second. 1 barrack can produce in 27 s a MAA (240 r) while any other will take 30 s to produce a simple MAA (120 resources). Any changes in population or time would be a balance problem. Either it would be extremely op or totally useless.
OOTD needs small buffs or nerfs to be balanced, maybe damage, HP, armor, etc.

I perfer to give OOTD with some new unit which occupy 1 pop after Imperial.
It will be far more better to make game balance in this plan.