Just give the anti-building bonus damage only on reaching the feudal age! That would mean the persian player would need to maintain enough eco to actually get up to feudal age or even with their hp bonus they’d still lose!
Which would slow down the TC drop and make it more manageable.
No other civ really uses TC drops in the first place, so this would make absolutely no difference anywhere else in the game.
I’m surprised nobody so far mentioned Qanats, which was originally developed in the area of modern-day Iran. Or Wind Catchers. Either or both could be a new UT or even a unique building which can boost farming eco perhaps in an area the size of a Caravanserai and similar bonuses to a Folwark? It could be a way to synergize with a food-demanding army like Eles or stable units.
New civ bonus: Milita line units regenerate x HP per minute (could also be staggered and starting in Feudal Age).
The Persians are the only civilization that can not upgrade their Long Swordsmen to Two-Handed Swordsmen (or Legionaries). How about giving their Long Swordsmen a unique skin? They could use the Eastern Swordsman skin:
Wouldn’t it be even easier if the TC HP bonus didn’t kick in til feudal? How many people are losing their starting TC before they hit feudal?
The only thing I can think of is if the persian player is playing against cumans AND the cumans went with a ram rush AND the persians were trying to go for fast imp, then maybe, possibly, the TC could be in some actual danger before you get to feudal. Your vills are pretty effective against the ram, so the ram would have to be accompanied by other units, so the cuman player’s execution would have to be pretty top notch to afford all that asap in a fast feudal and get over to your TC before you reach feudal. Not impossible, i’m sure someone’s pulled it off, but that seems like extraordinarily specific circumstance.
I know the proportion of health is preserved when a buildings hp is increased so if the TC took any damage in the dark age it’d be magnified in feudal, but
I play it for the nostalgia, could not care less if they change persians UU, a UU you most lilkely don’t see anyways… The town center drop on the other hand, keep it, it’s fun
Does anyone know why they remove their tc/dock bonus from dark age. I think I heard it was to nerf them on hybrid maps. Were they really that strong on hybrid maps? Better than water civs like Vikings? Bonuses that suddenly disappear in dark age kind of sucks.
The main issue I have with Persians, is that they are way too vanilla.
They only have 2 civ bonus(some civs have 6), both for their eco. One of their UT is a stat tax on their awful UU. Their tech tree isn’t very distinctive either.
I think the Berbers do everything they are supposed to be good at, but better.
I don’t think the Persian douche should be removed, It’s the only thing unique to them and it’s not a good strategy for winning the game.
If you’re referring to their TC/docks work 5% faster in Dark age then yeah. That’s how they were since AoK, then for DE they were buffed, getting the 5% in dark age. That’s approximately a villager ahead at the end of dark age. And assuming you could keep chopping wood, you could out fishboom too because of your docks worked faster too.
In the grand scheme of things I don’t think the dark age bonus was broken levels of OP, mayans get +1 vill at the beginning of dark age, Chinese functionally get +2. I think the problem was it was cumulative. chinese and mayans weren’t getting more vills in later ages cause of their bonus. Persians could. So their dark age bonus probably set them up too well and then their bonus kept getting better and better.
Admittedly in feudal and early castle, it’s not an immediate bonus in the same way it is in dark IMO. as free (and typically faster) sources of food run out you have to transition to farming which is slower and costs wood, and 10% faster TC means more of your food production is consumed by your TC. So in the 10-20 minute range you don’t feel like you’re actually doing a lot better, but you reach you end up reaching your 100ish vills faster.
I have some ideas about Persians. Before that let me ask a question to all the Persians lovers.
For them, how important CA bonus is? I understand that is based on history of both the in game civ and actual civ. But how good CA you want to see them. A minor bonus like Koreans, a medium one like Saracens and Vietnamese, or a top top tier like Huns, Magyars, Turks?
Also, as I said, Persians should have more focus on heavy cavalry over light cavalry. However, CA relies on light cavalry for support since heavy cavalry is too gold intensive to add with your CA. So a heavy cavalry bonus and a CA bonus won’t synergize, rather they will compete.
My answer to this is, I think Persians should be the most flexible cav civ and have the option of having near top tier cavalry of all kinds, including cavalry archers. It doesn’t matter so much if they can’t field them all at once, because as you point out it would be too costly. The point is that they should have the option to tech into whichever they want which would also make playing against them interesting as you have to keep guessing, are they gonna come at you with camels? knights? step lancers? or Cav archers?
Actually I just remembered one idea I had some while ago for the Top CA civs.
There could be a light CA avaialbalbe in Feudal Age, that similar to the Canel scout would have significantly lower stats and most importantly a way higher Training Time.
I think this could be an intersting Bonus for Perisans aswell as fitting to hIstory.
So whlst Prsains would still have CA lacking Bracer (they could still get a UT or bonus that compensates for that), they would have access to them earlier than any other civ.
The cost is on very low side though. Pretty much same as second cavalry armor. So the tech is definitely affordable in Castle Age. If only Tatars didn’t have this for free…
It doesn’t has the priority as the archer attack or cav armor upgrades.
CA Armor and Bonus vs Pikes isn’t as important at that stage. TR has way higher Priority imo.
Therefor I would reduce the cost by at least 50 % if not even more.
Doesn’t need to be free if it’s already an Age earlier.
This is how I would work in Shrines and Avicennian Medicine, based on the conversation so far:
Imperial UT - 1100 wood, 900 food - Avicennian Medicine:
each garrisoned relic increases monk heal blast radius, up to a maximum of four relics; upgrades all your Monasteries to Shrines, which have a worker efficiency radius around them, improving villager work rate by 5% (Roman civ bonus).
I really like the idea of having monks with blast radius heal, I also like the idea of Persian-balanced monks having the blast radius heal. I also REALLY liked hearing about shrines, so I think having monasteries turn into shrines is a reasonable enough effect, like Malay UT for Harbors (literally can’t write out the name of the tech it gets hashed, lol)