Taverns/Monasteries need an update (the 100th time)

Now African civs have four (?) buildings to train mercenaries, and these buildings also have other important roles. US can also obtain 3 saloons with cards. The 1 build limit for taverns look very underwhelming (and it’s a building with that sole role), neglecting the possibility of mercenary gameplay for most civs. Either they should have more build limits, or the mercenary mechanic needs an up-to-date redesign to be made more viable. Same with monasteries.

What do people think?

9 Likes

Before I mention my thoughts on giving europeans and asians extended methods to hire mercenaries;

Native American civs have 0 buildings to hire mercenaries, and they need a card to train native scouts and turn them into ‘spies’.

2 Likes