There has been some discussions on this forum about how the Europeans are receiving special treatment in detriment to other civs. While overall I do agree there is a case to be made there, I also believe that some European civs (Brits, Spanish and, especially, Ports) were left behind in these more recent Updates (I’d go as far as saying that the update that Ports received in October was probably the 3rd weakest of the bunch). There’s also a surpring lack of threads being made that talk about this specific subject and that’s the reason why I decided to write down my suggestions. I don’t expect all of my ideas to make it into the final product but I hope that at least some of them make it. Without further ado, let’s begin:
- New Unique Units
I know everyone is already rolling their eyes, but this is the easiest way to create interest in a civ update. Don’t worry, I’m not going to put a billion suggestions here that change every single unit in the civ, but I’m going to put here 3 base unit changes:
- Fidalgo: Replaces the Hussar through the [Restoration] Card. Stats: 340 Health; 6.25 Speed; 27 Attack; 18 Siege Attack; 48 sec Train time; Cost of 145 Food 85 Coin; Has Deflection; All other stats are similar to those of a Hussar. My intentions for this are for the unit to be pop efficient, but also very resource inefficient, so that you’d be discouraged from making them in Age II but, after gathering sufficient resources in Age III, you’d consider pairing it with your Musketeers. Reasons for this change: 1 - The Portuguese were one of the few nations to never officially describe their Light Cavalry as Hussars; 2 - I really wanted to represent a Portuguese unit that wasn’t from the XIX Century and this sounded like the better choice; 3 - It solves one of the civs problems in its design: it lacks a high Health melee unit for its frontline and it lacks a unit that could pair well with their Royal Guard Musketeer.
- Nau: Replaces the Galleon. Stats: 40 Ranged Attack; 1700 HP; Cost: 350 Wood 350 Coin; Gets Attack Promotions; All other stats are similar to those of a Galleon. Reasons for this change: Overall, I felt that some civs that were powerful maritime empires lack any form of naval unique units or uniqueness to their navy in general. This is especially the case for both Portuguese and British (Spanish have a lot of fantastic Cards that buff their Navy, so I’m not counting them here). With this unit, at least I can solve that issue on one civ.
- Espalhafato: Unique Cannon that is accessed only through the HC (they can be trained with a Card in Age IV). Stats: 380 HP; 6 Pop Cost; 3.5 Speed; 32 LOS; 140 Bombard Attack; Range: 25; Other stats similar to a Falconet. Reasons for this addition: I only have two reasons for adding this unit: first, there’s not a single Unique Unit in the Portuguese roster that represents the empire in the early XVI century (there is ZERO evidence that the Portuguese ever used the Organ Gun, so it doesn’t count). Second, Ports always had some trouble in the mid game in sieging an enemy’s town (I know, that it’s because it’s supposed to be a defensive civ, but many recent defensive civs have the ability to have Cards that promote both defensive and offensive gameplay).
- New Unique Cards
While I’m going to put some unique Card Ideas here, I also would like to discuss some possible buffs for some of the Cards that were introduced in the October 2022 update:
- [TEAM] Nonius (Age I): Reveals all water for 20 seconds. All ships get +12 LOS.
- Jogo do Pau (Age I): Settlers gain +50% melee damage and +1 AoE in melee.
- Quadrilheiros (Age I): Buildings have +5 LOS. When destroyed, they spawn a small number of Militia (1 for Military Buildings and Houses, 3 for TCs, 2 for every other Building [except Walls and Wall Hubs]);
- Black Carrack Swords (Age II): Increases the melee attack of your Explorer, Crossbowman, Fidalgo, Pikeman and Halberdier by 10%.
- Volta do Mar (Age II): Ships move 5% faster and Explorers can plant a Padrão, a large stone pillar that prevents enemy Settlers from gathering resources within it’s range. Padrões last 100 seconds and there can only be 1 of them at a time.
- Berçeiros (Age II): 250 Coin Cost. Sends 3 Cannoneers and 1 Artillery Foundry. Allows Cannoneers to be recruited from Artillery Foundries and Taverns.
- [INF] 1 Espalhafato (Age III): 300 Coin Cost
- Restoration (Age III): 750 Coin Cost. Sends 5 Harquebusiers and allows them to be recruited in the Tavern. Replaces Hussars with Fidalgos.
- [TEAM] Moors of Peace (Age III): 1000 Coin Cost. Sends 5 Zenata Riders.
- Iron Cored Cannonballs (Age III): Caravels, Naus and Espalhafatos gain +2 Range.
- Prazeiros (Age III): 400 Wood Cost. Sends 2 Askari. Sends 1 more Askari for each Mill and Estate owned.
- Emboabas (Age III): 200 Food Cost. Sends 1 extra Explorer and 1 Gold Prospector Wagon. Explorers can now mine from Coin mines.
- Goan Foundries (Age IV): 3000 Food Cost. Sends 2 Siege Elephants and 1 Artillery Foundry Wagon. Artillery Foundries produce Espalhafatos while idle (Espalhafatos take 200 seconds to be produced from an Artillery Foundry. Artillery Foundries are limited to 10, if you have more than that, the more recent one get destroyed).
- Lusitano Horses (Age IV): All Cavalry is 5% faster. Fidalgos cost 10% less resources.
I have other ideas for Cards, but these were, in my opinion, the ideas that I thought the most about.
I’d also add some new blance changes for two Cards that I thought were way too underpowered for them to ever be used. Those are:
- Carracks (Age III): personally, I’d make an Age II Card and instead of buffing Caravel’s HP by 15%, it’d increase their both their HP and Attack by 30%.
- Naval Infantry (Age III): I’d have so that, for each Infantry unit inside a Ship, it’d Increase that ship’s Fire Rate by 0.5% and auto-Heal by 1HP/10 seconds/5 infantry units.
- The Nit-picky Stuff
This is the last portion of my post. While I thank the devs for the work done to all the civs, including the changes they made to Portuguese, there’s some things, including changes that they made that honestly botter me to no end. In this segment I’ve decided to include the 3 main ones, but there are a few others:
a) Renaming the Portuguese [TEAM] Improved Walls Card to something more interesting historically: I suggest renaming it to [TEAM] Lines of Torres Vedras.
b) Renaming the Church Tech Encomienda Manor (since it should be Spanish, to begin with) to either “Casa Grande” (based on the name that Portuguese fazendas were called in Brazil) or “Madeiran Sugar”. This one has been bothering me for years and it continues to surprise me that this simple change hasn’t been made yet.
c) Renaming the Portuguese Royal Guards and changing their skins. This has been a more recent problem and it might be just a personal pet peeve of mine but I HATE the fact that the Portuguese Royal Guard are based in the French “Portuguese Legion”. It really makes no sense, but since I also didn’t want the artist’s work to be thrown away, I came up with the best solution that I could think up:
- First off, both the names and the skins for the Portuguese Royal Guards would have to be changed. I suggest the following:
Portuguese Legionarios would be renamed to Fuzos, the nickname for the Portuguese Naval Fusiliers, and they would have a skin similar to the image bellow:
Portuguese Legion Dragoons would be renamed to Alorna’s Legionario and they’d have a skin similar to the image bellow:
- Secondly, in order not to lose the skins that the devs made for the Portuguese in this last PUP, the French could be given a new Card called something like “Foreign Legions” in which they would be able to recruit a small batch of Foreign Legions from their Town Center, p.e. (Portuguese Legion, Legion of the Danube, Swiss Legion, Tirailleurs du Po, Prussian Legion, Joseph Napoleon’s Legion, Lithuanian Tatars, Irish Legion, Albanian Legion and Dutch Grenadiers).
d) This is something very minor, but can you please rename the Cassador to Caçador? You’ve done it for the Ottoman units, why not for the one historical Portuguese Unique Unit in the game?
- In Conclusion
I don’t want the devs to feel attacked by this post and I even thank them for some of the changes that they’ve made for them. These are just some of my ideas for a civ that represents my country and that I believe that a better job could’ve been done. I’m not claiming that all my ideas are perfect and I don’t expect the devs to implement all of them but I’ve been somewhat disapointed with the changes (or lack thereof) done to Portuguese, especially when civs like the Dutch have been consistently getting new Cards almot every single recent update. I know that both the Asian and Native American Civs have also been aching for some extra changes but, not only do I know little about the history and culture of these civs, I’m not personally involved with these civs as I am with Ports (for obvious reasons). I welcome any constructive discussion in the comments bellow this post.