Texas upgrade options make the United States invincible in the treaty, players have to face a large number of powerful militias with each step forward, their health and attack exceed the infantry of most other civilizations, the most critical problem is that they are free can quickly fill the gap in the battle line, infinitely fast horse cannons and long cannons make other civilizations have no ability to fight back, the emergence of this game basically gives countries other than Mexico to face the Death Penalty of the United States, as for Mexico, his economic productivity is too exaggerated, Only eighty-five peasants can surpass the productivity of ninety-nine peasants in other countries, wood for gold is too high, 40 minutes of the game can be exchanged for 150,000 gold, these two civilizations seriously affect the balance of the treaty mode, their later cards and classes are too powerful, the player has disgusted the users of these two civilizations, and mocked and expelled them in the game.
What exactly does texas do for the USA?
The United States can build five forts super fast, upgrading Texas can make them lose buildings to produce militia, a fortress is destroyed will produce 22 400 health 50 attack damage to the cannon 2 times the infantry, they do not have a heavy infantry label can not be effectively countered, this card also works with any building including the wall, relying on these free infantry The United States can consume most of the country
Sounds fun, will try it out thanks.
Yeah it came to this during a 1v1 I played a few weeks ago. Every building you kill spawns militia not just forts.
It was a major slog to defeat his town.
The only way I ended it was by killing enough vils that it was all he could do to build forts and buildings. At that point I went 80% falc and a few mortars to keep blowing the buildings down. The militia would come in waves. It was a real slog. I don’t see how you could do it in treaty mode where they have time to build everywhere and fortify heavily with resources to spare. My one experience was more than enough.
Mexico is the same with two stupid civilizations
I play a lot of treaty and Mexico is not OP and ruining treaty games nor is the USA, yeah Texas forts are really nice especially if you get the card that enables you to build more forts faster and cheaper but it is not enough to totally throw off the balance of treaty, and as the infinite horse artillery card is concerned other civs also get that too so I don’t see how it matters
I don’t understand how México is OP, I think that eco is ordinary even kinda bad for the expensive units.
Is a revolution the issue?
They’re not OP at all, similarly USA are strong but have been nerfed considerably late game with changes to the zouave card and new jersey card for crates. Now they’re both in the situation of strong military but not the best eco. Both lack royal mint for example and many other cards for late game eco.
The speed of shipping in the United States is really too fast, which is very stupid, they ship long guns and horse guns for only five seconds, which means that you use your own technology to counter their guns when you fight with other countries, they need to have a vacuum period for producing horse cannons, but the United States does not have a vacuum period at all, only need to ship them to get more fierce artillery fire that cannot be countered than you, and the technology of American players is similar to yours, and it is you who will always be beaten, because their shipping speed is too fast. Infinity horse cannons and long cannons became so powerful
I use the example of France, which is a powerful country recognized in the treaty model, generally using exchange cards around 35 minutes, a mature French player at the beginning of a 40-minute match can have about 100,000 coins, Mexico can get 150,000 coins for a swap card in 33 minutes, and about 130,000 coins at the beginning of the game. Both countries only need to consider food and wood in the follow-up france uses napoleonic codes, the total output value of food and wood is about 7700 minutes, while Mexico can reach a total output value of 8500, in an average one-hour treaty game ninety percent of civilizations can not produce 100,000 coins, if you face a low pressure opponent you can use the exchange card in 35 minutes, so that at the beginning of the game you will have 150,000 coins or more, a game you can not even spend the exchange of coins The last version of the development team weakened Sweden’s belief that its economic strength was strong in the past, so who can answer me, 85 villagers in Mexico such an economy is justified
If you don’t believe it can be used against any country, I will show you that the United States and Mexico are invincible
In a game above 1500 points in the treaty mode, the use of Mexico and the United States is despised, and those novices who cannot reach 200,000 points in the war will not be able to play the strength of Mexico and the United States
They don’t get shipment faster then anyone else late game, if you have spanish immigrants it will be a little faster but not that much, Shipping two horse artillery or two culiverns is not enough to win a game. Also you can just build both of those units, and if your opponent builds a lot of artillery try mixing in a number of culiverns that will counter their artillery. You just have to direct their fire and they will work well
Have you really learned about the United States? Spanish immigration simply adds experience points. The Morris Canal in New Jersey is the one that increases the speed of shipping. Experience points in the treaty are easy to obtain, the United States only needs to put up a watchtower on the front line, use his stupid carriage, he doesn’t even have to make artillery, as long as the ship is enough to solve you
Sorry but shipping artillery in two is not enough to win a treaty game. It’s useful and really nice to have but it’s not going to win you the game
Yeah it’s like a 1000 res worth of units when everyones got over 100K stacked.
I’ve never seen that. As far as I see Mexico is almost not used in treaty modes. Also they cannot reach the level of production of France with all those food cards, México has only few.
85 villagers + hacienda trickle it’s equal to 99 villagers according to launch notes.
Can you upload a Recordgame or a Screenshot so we can understand the issue?
They can use revolts to get access to quite a few other eco cards like food silo, another card that makes hacienda trickle all resources, a card so that haciendas can also be toggled to wood, can get up to 80 cows which can all gather on haciendas etc.
That being said some of that stuff would be from using an age 4 revolt so they’d never be able to go regular imperial and so it’s a sacrifice in that regard.
It was a match between friends, all in the top fifty in the world and playing against floko many times, Mexico did not use those two significantly more efficient cards when the food output reached ten thousand, and when his output fell to around 6300 he had lost all his cattle