Teuton, Sicilian and Lithuanian suggestions and other general changes as well as other civs

What’s worse he said his healfortress strategy would work against someone like the Viper.

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Given the correct user skill and improvements to the strategy, yes.

And that is an old picture, while I appreciate it, not certain why you would choose that one over the standard fortress pics or even the slightly outdated ones with the ‘bad’ farm placement.

Lol. Okay.

What about 7v1? You vs 7 players. Would your super amazing strategy win vs that?

This what you asking for. But even worse. All games with Teutons would end like this.

there is a reason pros don’t use your strategy. or even anything close to your strategy.

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That would take someone with a good offensive capability to pull off, basically it would take improvements to the early game of the strategy itself, but the basic premise which is the heart of the strategy would remain.

out of curiosity, what is the basic premise?

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from what i have seen, turtle into hugely expensive, yet normally impractical armies and steamroll your opponents.

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  1. Defensive structured eco that isn’t easily raidable.
    Ensuring the defenses are of minimal cost and maximum effectiveness while keeping villager building time to a minimum and creating the defenses at the earliest convenience.

  2. Emphasis on only paying for what you need through Liber-

  3. Healing what you have for maximum longevity.

  4. Forcing the opponent to fight the main army due to no.1.
    How you take advantage of this is variable.

Im cool with most changes, but:

You realize how dramatic this one is? You cant just suggest this one without backing it up with PLENTY of adjustments, the whole water meta is going to flip up.

Why? Fire meta is already too boring, having a repair vill as a win condition is quite lame.

Stats?
In order to justify a replacement of a generic unit you’d have to make it different than the original in a clever way, not just a skin.

You cant do that, it’ll be too similar to Lithuanians UT. Diversity and uniqueness are key when it comes to “Unique” Techs…

Why though? With Turks it was understandable.

I like this one, however, I’m a little worried Champion would end up being too similar to their UU.

??

This is a tricky one to be implemented. Since this civ has a Siege Ram, you MUST exclude this one, or else the Infantry + Ram push would be too abusive, Serjeants could hide in the Rams and ungarison, repair and go back inside, too convinient. I’d limit this one to Mangonels only.

This one doesnt make much sense, this unit is defined by its two unique features:

  1. Being trained in Donjons (Towers)
  2. Able to build Donjons
    By doing that you basically normalize the unit into a generic infantry, cause allies wont be able to build Donjons. Why would you do that? I just dont get this concept.

Sicilians are poorly designed ever since developers gave up upon the Serjeant-Donjon nerative, and just made them a boom-into-knight civ with this broken Hauberk tech. There must be a huge redesign here.

You over do it. I get the +3 Range +2 attack to TC’s. x2 attack is just way too strong…

You simply cannot do it, that’s a Portuguese feature.

They’re already the strongest UU in Castle Age in the game, why would you further buff it???

You sacrifice game’s balance, diversity and unique identity of each civ for the sake of some historical justifications… That’s a wrong approach.

It isn’t worth changing tho, all those units will have to be reworked like they did with the sergeants to make them able to build donjons.

I can’t really see a way to balance this and i don’t really want to see the water full of walls.

cannon galleons already have high attack to land units but their main purpose is to destroy buildings. Only the spanish can use them in combat.

This is quite irrelevant since it’s not worth to micro and repair every ship while u could be getting valuable resources with that villagers.

Franks should also get that upgrade since they had an important role during the crusades.

unnecessary nerf for an original and balanced team bonus.

This is fine i guess but i don’t think teutons need this many buffs. (and +7 is too much, maybe reducing it to +2 or +3 like castles)

Teutons need that bonus as they can really deal with the mobility of other cavalry civs and they don’t have a good archery range tech tree.

Sicilian cavaliers are fine this buff is quite unnecessary and even if they gave it to them they would be broken with that attack and armor. That unit is meant for campaign missions not for multiplayer.

Giving them another civ unique unit doesn’t sound like a good idea. TK should be exclusively for teutons.

As i mentioned to make them work this way they will have to remake the unit and i don’t thing it’s worth the effort.

This is a strong bonus if they can also build donjons. Too broken imo. But if they can’t x2 the cost would make them literally useless.

You are giving Portuguese bonus to them.

cons are quite strong atm, the main reason why they gave them archer class is that they were literally broken and could be balanced in the old versions.

I don’t think i can take this serious but it could be interesting. Maybe changing instead house skins to huts would make more sense.

so just why do you think its balanced to give Britons, who aren’t a cavalry civ, a cavalry unit that will have 7/8 armor and 22 attack?

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Not necessarily balanced off the bat- as for if it were given to Sicilians and Teutons it would generally be balanced with some small adjustments to different bonuses and tech changes.

I’d assume some nerfs to Britons if it were added in, but this is generally testing the waters for a ‘crusader’ centric update.

Another option would be to make it an additional unit available to certain crusader civs upon reaching imperial age similar to the condo. But the main issue is to not change civ identity by too large of a margin.

With Sicilians and Teutons it makes sense currently - with a civ like Britons somewhat making sense but not without some changes.

As for Frank’s they are fairly cemented in paladins and I think that’s fine as is.

But so are the Teutons, and apparently that isn’t fine. Stop drawing arbitrary lines in the sand.

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Regarding it being worth it or not to repair rather than gather valuable resources on water maps: wood is scarce, it is treated like gold on islands and team islands. The goal is to gather it as quickly as possible and outlast the opponent’s supply - repairing ships is already a win condition rather than letting them die. This just makes it more obvious able to be perceived.

so you deliberately relinquish map control? so you’ll run out of gold/stone/space/wood faster than your opponent. this will not work at higher levels

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I listed the heart of it, strategy based on what’s available in the map is variable; It’s encouraged to gain as many advantages as possible within reason of the individual.

How you decide to gain map control is always a part of the game for some, and I could stand to improve my style by learning fundamentals there. How the strategy evolves is part of why I love it. It’s maliable and doesn’t remain still; It is fundamentally flexible in how it’s able to be carried out, and I believe it is a great foundation for myself to build on skill in general.

:

Currently I have an arguably (bad) habit of waiting for my opponent to be at full strength or forcing them to come at me with everything they have; Because, I love a good challenge, and I find it more fun to fight an opponent at their best to help refine my own ability through experience.

While that can be a good thing in the long run in terms of gaining good experience, it’s still a bad habit of not using every advantage at every given point. It’s almost an insult to the opponent to go easy on them, even if you’re not doing so intentionally. The times I tend to fight the hardest are when an opponent constantly attacks me and keeps me on my toes, a live or die situation every 5-10 minutes is fun as well, and I enjoy those challenges, but the bad habit remains in waiting for the opponent to make the first move, which I’ve gotten half decent at forming counters without losing too much of my forces through learning to wait, but I realize I need to push into breaking my opponents and taking every single advantage I see within reason earlier if I’m going to keep improving while perhaps practicing the mid and endgame points to be prepared for the opponents that give a true run for the money so I don’t disappoint them in battle.

Waiting and action both have their time and place; I could certainly take many more actions to provide more challenge to an opponent early on and cease insulting them by waiting where action would be the better decision at that moment, and vise versa.

@TwerDefender

Why would we need a crusader update? Most the crusade civs are in game. What attention do the crusades need after lords of the west

You know, aside from completely reworking teutons and removing their paladin. A part of their identity since aok

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Their paladin buff was a bit counter of their identity.
Removing their old bonus of extra range town centers but not giving it back to them when a balanced yet weak version presented itself(Lithuanian) was a blow to their old identity.

Instead of buffing their paladins, I would choose to change them in a way that fundamentally adds to their identity rather than turning them into Franks.

The Crusader Knight already having the dress of the Teutonic Order just makes that much easier.

Things change over time, including the identity of civs.