Templar buff cost

Templars need a buff to a cost reduction of there units and tecs way to expensive. Needs a 10 percent reduction across the board on all units and techs for the civc

Templars are hella busted; between their Military Prowess and infinite gold trickle; if they get going their units can even beat OotD units ONE FOR ONE; u heard me correctly!!

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Nope, still need a cost reduction way to expensive techs and units takes forever to get started .devs make a hot fix quick with changes. Fortreses need a cost reduction as well

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all keeps in the game cost 900 res?? and you want the civ that gets eco/military benefits from making keeps to get CHEAP keeps???

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I think they suffer with tempo early game. You are like 4 villagers behind if you age to feudal and research the 2 pilgrim techs and that is without considering how much those cost to research.

It feels like you are forced to go 2tc due to the drop in tempo, also pilgrims are very limited until you build more fortresses which are very expensive. I think the techs should enable more than 1 pilgrim each or the fortresses should enable 2 each just so you can regain that tempo faster. Remember the civ can’t even build traders.

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My go-to strat has been 2tc by 4 minutes. It helps a lot with their diminished early eco, but yeah it feels like the only decision that works well.

The keeps are useful before castle, but only if I’ve secured map control. Like you said, the keeps are also expensive. That creates a loss in tempo that isn’t fully recovered until much later, with pilgrims paying it off in about 6 minutes (ouch).

I like your idea of having +2 pilgrims instead of +1, but it might swing into being a bit more imbalanced in maps with easy-to-secure choke points. It’s a good place to start though.

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A slight future buff is to start the civ out with 1 extra villager.

This head start will only last until transition to age up. But this would more than buffer the lost in vil count.

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Ummmmmmm KT is BUSTED LATE GAME.

And… There is a busted aggressive play that top players are pulling off with Hospitaller Knight… The healing and tankiness on this unit is BUSTED. Plus your civ bonus is wood gathering so you can easily out mass archers vs enemy then mix in these knight with spears to keep opposing cav ineffective.

The healing is so busted that you can sit under a full garrison TC with +1 range armor and with only 5 units you can out heal the TC DPS…toxic. effectively you have a Delhi scholar with more speed that hits back and 30% more healing, and is cheaper!! Than a standard scholar.

For those that want to copy the abuse…

Dark age rush barracks for minor harassment, then immediately go into Omegalul wood gathering in order to shit out archers and drop production as necessary. Tempo is key so in my opinion it may be more important to get the units pumping before the Pilgrim. Only the HK cost gold.

As your archer mass fights get testy start mega mixing in HKs and spears/cav (depending on what units the enemy has). Don’t forget to heal!!! You can heal mid fight at 4.55HPS WHICH IS MORE HEALING THAN AN ARCHER DPS BEFORE YOU EVEN CONSIDER ARMOR (archer DPS 3.076DPS, 2.46 DPS after 1 range armor).

IMO, this needs a nerf and serjeant need a buff.

Serjeants are more expensive, take longer to que, has lower DPS, has less HP, AND ARE SLOWER???

I suggest serjeants get a speed boost so they can chase down and or run away.

I don’t think serjeants need more of a buff. They’re only 10 more total res than the hospitaller knights and less gold heavy. They’re not slower either they are faster than hospitaller knights.

They have lower DPS but that is because they are a ranged unit so it is fair enough, same with their HP being lower because they attack at range and can kite melee units.

I particularly enjoy going 2tc and making serjeants because they absolutely destroy rams and all siege as they bypass the 95% ranged resistance.

I love the concept of serjeants and I’m happy with the design choices behind them. But they are useless units at high levels of play. Meanwhile HK are devastating the ladder at conq+.

Let’s do more comparison. It takes 25 archer shots to snipe a serjeant. Meanwhile it takes 35 archer shots to snipe a HK? That’s not a lil difference. Again HK can heal, so you can offset the enemy DPS even further.

Serjeants become even more handicapped as you age bc ppl get access to crossbows springalds and HC meanwhile the only thing sergeants are good for later in age is sniping siege (if they can get in range :joy:). HK becomes better than the standard maa as they age??

Imagine Delhi with 5 elephants early castle with 12 scholars to support?? Now imagine 10 Brothers with 12 HK to support??

HK’s are definitely more general purpose while the serjeants are a more specialized unit. They are very good in feudal as they do a lot of damage to buildings as well.

Most of the time HK is better but if you’ve gone 2tc and are expecting to be rushed then nothing beats the serjeant for killing rams.

Serjeants has a role and they are good in mass they can 1 shot hospitaller knights easily.They are strong against siege and horseman(horseman dont have meele armor).They do direct damage to buildings as a ranged unit.Lets not forget the %10 damage bonus comes with them.

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