But you just want the respect and dignity your people deserve. This is why we donāt like what the devs do. They donāt care about respecting or dignification but only putting on a show of āwokenessā to be accepted by an imaginary audience
Ye no reason for this. yes there are arguments that Inca didnāt have Discovery whatever, but most of the civs didnāt have Fortress, Industrial or Imperial and it is very obvious of the intentions of removing Discovery and Colonial.
Letās define Discovery:
Finding something unseen before
Very much the case for most civs. Spanish discovered Aztecs at the same time Aztecs discovered Spanish
I didnāt mind the changes to the natives though as those were good changes. What I am talking about is about their effort to remove colonialism from the game
U said you disagree with everything I said and yet you are saying the same thing with different words.
I should have clarified that the changes to the natives were not bad changes at all and I liked these.
I dont have to wait for the concensus. Usa in the hands of good players has a turtle that is a lock for all but the rush civs. Its very hard to get ahead of them unless they make a bad mistake. Once they go fortress you are unlikely to win.
Saw something interesting today. After a long dull game of trying to extract the turtle from his nest i resigned and saw he had six town centers. Two forts up and apparently had just sent a card for 5 tower wagons.
Does mining from a gold mine really perpetuate a negative stereotype? It was just a gameplay mechanic and not something that I thought would offend anyone. Though I canāt speak for the Lakota and I greatly respect your opinion on the matter.
Also would Dakota not be offended at being removed from the game?
The Dakota arenāt Lakota - weāre two different parts of a greater nation, but weāre quite different. The difference is greater than that of Brazilian Portuguese vs European Portuguese, but not quite on the same level as Spanish vs Portuguese.
And itās not that mining perpetuates a stereotype - rather, itās a religious/spiritual issue in the same vein that prevents the Japanese from hunting at all and the Indians from using herdables as a food source. It simply is incompatible with our way of life and views to have us literally mine resources like that from the body of Unci Makha - Grandmother Earth.
I know that the Dakota are different from the Lakota. I mentioned it because in the original AOE3 you played as both at the same time as the Sioux.
And good point about the religious/spiritual issue regarding the Lakota. I never thought about it that way. I know that some northeastern peoples such as the Ojibwe had beliefs centered on animism but had no compunction against mining so I assumed it was similar for the Iroquois. But obviously beliefs vary greatly among North American peoples, even if some similar themes are held in common among many of them.
Aaaaah. Back to my daily dose of cancer. I missed this. Feel refreshing.
Define āgood playersā. Itās almost a consensus on the top of the ladder that the US is underwhelming. I donāt seen to have any problem rushing then with neither of the rush builds that I play (Russia rush, Japan clubs Yamaguchi rush, Sioux clubs rush and Holy Roman Empire pike + crossbow rush all seems to work for me)
Why exactly you are not able to rush then? What is the obstacle?
You are playing them wrong man⦠They are good in both Supremacy and Treaty. They are pretty balanced. The only thing I would change is to reduce the US flag LOS and to increase the building time of the Capitol wagons, especially for towers. They are so annoying and so easy to spam.
Yes i saw the capitol wagon as it came out of his first tc. He dropped it right away because i was there attacking the tc. By the time i moved my guys halfway around the tc to engage it was up. Took only a few seconds.
By good players im talking 1250 elo and up or better than a 1000 ranking with a track record
What I would like to see in terms of changes to USA:
Russian-American Company: Should make blockhouses buildable, keep the limit to 2 from the wagons, but be able to replace them if lost.
Bear Flag Revolt: Make Californios (US Revolutionary) trainable, give Bear Flag Revolt to make it feel more like a revolution lite beyond just changing settlers to revolutionaries.
It already does, you can rebuild them with Outpost Wagons from the State Capitol.
All USA send-in buildings are replaceable at least once.
This would be pointless. The only reaon for Bear Flag Revolt is for the instant defense, like European Revolts, it already is better than any any other REvolt, since you do not need to send in another card to make Vills, and can advance to Imperial.
Iām a mediocre player and even with the George Washington power hour flag ability the USA remains pretty hard to play with, you canāt rush and any early rush against you sets you back pretty badly. Maybe make the villagers double as minute men? Stronger than Coureur des Bois but slightly weaker than the English Musketeer?
What did you expect? For the USA to be able to build a Titan in the form of Abraham Lincoln? Their Gatling guns are over powered, try them out. You only need a few to turn the tide.
The thing is the AI depending on CIV sends out a combo of Calvary / culverins or hand mortars and steppe riders/iron flails, etc. I try to counter with Regulars and Minutemen to no avail. Like the AI on DE is far better than on the original for sure and it may be Iām just a ā ā ā ā ā ā player overall lol.
I whole heartedly agree with this post. Iām not a competitive player by any means and I came back to aoe3 de specifically to try out the US but HOLY COW they need some help.
The immigrant cards are interesting but if you want me to be honest⦠I donāt think they need to cost resources. That REALLY HURTS the early game. Some immigrant cards are either bugged or WAY underpowered (and therefore never used).
The Carbine Cavalry (imo) are the only reason you even bother with a stable and they seem a LOT underpowered honestly.
The Sharpshooter needs to be a better unit as itās concept is neat but for the price I really never build them.
The minutemen NEED to be able to be healed. SERIOUSLY. If you send the marines card your minutemen need to be able to be healed by surgeons and hospitals. I also think they should be a bit stronger of a unit (as minutemen are one of the things especially unique about the US).
The general Carbine Attack needs to be much stronger.
Trade Post wagons NEED the āi canāt build hereā bug REMOVED!! BIG DEAL
All the barracks units have a HUGE price for the benefit they give. State Militia, Regulars, and Sharpshooters all cost way too much for their respective benefits. I added this section after reading and agreeing with the OPs point of VERY bad early game causing you to be behind the whole game.
Last thing: the inspire flag not being able to go near TC is fine BUT the TC āno build zoneā is REALLY REALLY HUGE. If we could back that off just a smidge. I find I rarely use the flag because you basically have to be randomly in the middle of the map. Maybe Iāll plop one down near my fortress when I forward build it but you could use it for defense if you could build it a tiny bit closer to your TC.
I actually LOVE the civ and the idea behind it. I even love the unique units and abilities but the entire civ needs some fine tuning.
Hereās an Aussie Drongo video of him dropping the US because of their underpowered nature: Aussie Youtube. LOLOL