Templars and lancester balance and feelings

Everyone knows that lancester are is op as hell right now and 100 % gonna get nerfed soon

Good nerfs to the civs would be nerfing:
-the spearmen armor shred ( maybe to like -1,-1 and make it a bit cheaper) this spearmen spam from landmark in imperial is vile
-Some nerf to manors resource gain and hp
-yeomen shot ability
-And possibly some nerf to their early eco as they start with 200 wood and get 25 % faster resources from sheep it allows them to play some cheesy bs strats ?

Templar on the other hand feel kinda weak and messy in 1v1 and some things with them just dont make sense
Theyre supposed to be tempo civ and secure the pilgirms but their eco is too weak early and they cant really pressure as most of their civ bonuses dont really play any role untill later in the game and require fortresses and castle age. You lose 3 villagers aging up , have to spend resources on the pilgirms tech and get barely any value compared to other civs age ups so they are on backfoot in early feudal

I feel like the feudal age up should be reduced to 45 sec like the rest of their age ups or they should start with 150 wood instead of 100 so they can have shot at actually pressuring and defend pilgrism early against aggresive civs

Another thing which kinda doesnt make sense is their fortresses
theyre just too expensive to fullfill their role ( Securing sacred site and the passage to it and being used for slow pushes)

900 resources is just too much investment and securing very small part of map with so much resources is just not worth going for it early it cuz it leaves you open everywhere else. Fortresses are not viable untill very late game(castle or imperial age) and thats a problem because alot of KT bonuses are locked behind them it makes civ again feel kinda weak without them also whats the point of getting acces to fortresses in feudal its just not gonna happen when its so expensive
it just works as any other keep for any other civ right now

The fortresses could use some changes could be a lil cheaper like 800-700 resources and have their stats nerfed accordingly so they could actually fill their role and so KT could make use of their bonuses earlier .Maybe then we could see some fortresses in feudal action too

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+1 to all of this.

Got a good 15 games in today and it’s pretty obvious there are balance issues. Enlightened Horizon vs HoL is a special kind of pain!

Yea Templar age up losing 4.5 villagers is big

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Its just a weird game where like, you can be on their tc, ramming it down. He’s basically throwing his villagers at the rams (not a single villager in use). his army is still coming out though, actually, his production is on par with mine but he can also apparently use villagers to defend my push :smiley:

Oh and if i dont push the game just ends at 15 mins :smiley:

Templar special units are very gold heavy but their gold income are pathetic and they can’t really improve it because of the expensive fortress. This may require major fixing

A standard pilgrimage nets about 2.5vils worth of gold per time. First pilgrim cost 300 res but the pilgrims are permanent!! Unlike like villagers traders pitmine or any other resources providing unit/build, killing a Pilgrim is effectively idle time on a resource gathering.

You age up in 60s, although it idles your TC, The transcient benefits are you spend no villagers seconds building a landmark. Even abbasid and ayyubids have to build a landmark. 60s age up is equivalent to having 8 villagers building a landmark (57s to be exact, but then you count idle time with villagers bumming into things and walking back to do new tasks etc etc).

Think about it this way. Mongols lose 1 vil from placing TC but effectively become +1 villagers ahead once their ovoo is up. This civ loses 3.5 vils (if you immediately make 1 pilgrim) but eventually end up only 1 villager behind if the pilgrim reaches the sacred site, plus the resources saved from not having to build time and idle time related to landmarks. If you que the 2nd pilgrim and can get it also safe to sites you’re likely ahead on single TC effective villager production.

Next the niche units rosters gives you something unique to establish; in my opinion that’s fun and maybe even play style influenced.

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Na losing 3 vills is not worth not having building time with landmark
those 3 vills could lead to thousands of resources over span of the game as those are very early vills and cost of building landmark early instead of gatheric resource is very small like maybe 200 res. All Landmarks also provide some value too i heard devs say usual feudal landmarks provide around 75 resources/min kt dont get that which puts them behind other civs with landmarks.

Pilgrimage income is fine but its too easy to deny from kt cuz unlike other booms that tend to be way safer and can be inside of base under defenses or are in buildings like manors / gold pits which are safer and take more time to take them down
also the cost of the investments puts kt back so they dont have that lead early which they need to defend them and fortresses too expensive to cover important positions on the map to keep them safe early
i mean this issue also stems from the previous issue of kt eco just being weaker and too unsafe early
if you get unscratched to late game with kt its good but the chances of that are very low

You’re comparing the vil count in a vacuum. In my example of mongols and the ovoo and likewise Templars and the pilgrims. Yes mongols and Templars are permanently vil(s) behind in a perfect nobody loses any vil game, but in the case of the ovoo stone production and pilgrim gold production, the NET effects are not that these civs are missing out on 1-3+ villagers over the course of a game.

Yes pilgrim require map control, but not having to pay for them but the 2 times and having them always respawn makes them better than the effective 2.5 vils they are each worth, assuming you can reach 1 of the often 3 sacred site options. Meanwhile in a real game even the pros lose villagers, those loss villagers are permanently lost, however kill a Pilgrim only denies the one trip. You have the capture all sites and or blocked the sites permanently to deny pilgrim gold. If an enemy has all sites blocked it safe to say you’re already in a bind and pilgrims may not be the bigger issue.