Erchere:
Germans:
Decent economy BUT lack of population and not effective units. You get 99 villagers + 23 settler wagons clearly the economy looks amazing but your units are not effective enough. Imperial Uhlans very low Hp, Imperial Skirmishers not that efficient compared to other Skirmishers in the game at the moment, warwagons very pop heavy basically 3 pop for an anti cavalry which has mele resistance is just too much, Doppelsoldner are 2 pop as well so basically your whole civilzation is stacked with bunch of heavy population units which are not really effective. The only good point about Germany is the 1 infinite Heavy cannon shipment which AGAIN 4 uhlan (8 pop) + 1 heavy cannon (7 pop) = 15 population when you send the card. Basically your only chance of winning a treaty game with the current meta with Germany is camping and most of the time enemy will just run over you because of lack of population. You can delete villagers of course but economy will drop at the same time as well. Main point is the efficiency of the units. The church card of Germany is one of the worst cards in treaty, not competitive at all. German mercenaries don’t get enough buff (not even close to Swedish mercenaries) just because you only have 1 card that boost their combat by 20% and yet you can only train them from saloon.
Considering that the Germans do not have infinite native shipments, they could get a new shipment of infinite Highlander or Riflemen, since they lack Musketeers.
Once they do the improvement of Wallensteins contract and reach the imperial age, the mercenaries will stop costing population (Since they don’t have infinite native cards), but will have a limited creation limit. This will make infinite mercenary shipments useful in the treaty.
A separate suggestion is that they enable the bayonet up…
Erchere:
Ottomans:
Again just like Germany, economy is decent but units are not effective. Lack of training speed on Abusgun and the fact that only Janissaries are your 1 pop unit is just frustrating, clearly you can vil delete and try to push but then again, against top tier civilizations you have no chance of winning. Abusguns were nerfed super hard on DE because of supremacy but clearly there is the solution for it. Other thing, your only infantry is Janissary inside the barracks so basically the variety of infantry/1pop units is just there. Nizams are good shipments but then again only can be sent from homecity, I don’t get it why a unit like Neftenya can be there with no limit with range and siege resistance and high HP and attack while Nizams can’t be in barracks, maybe just change nizams to rifle infantry then that should fix it. Again there are bunch of solution for this but will make this super long. So I won’t go in detail.
For the Ottomans we could substitute the card ‘15 barbarian corsairs’, as it is useless in the treaty. The best would be a native ally.
[Captura de pantalla (274)]
The Berbers could be a good complement to the Ottomans.
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Erchere:
India:
The second worse civilization in treaty, lacks proper artillery, siege elephants can be countered by every single unit in the game just because of their unit tags. You could get falcons and bombards from consulate but cost export and getting export is not easy plus they no arsenal upgrades so basically they are nothing. Infantry training is awful, proper cavalry is not there, camels are awful even though they have 2 cards but then their HP is not really ideal even with mansabdar units, elephants are super expensive and super pop heavy. Economy is fine.
Next I will talk about some suggestions to improve the wonders of the Indian civilization, and some changes for the allies of the consulate. All this with the purpose of improving their participation in the treaty and in the extended game.
Agra Fort
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Besides improving himself, he also improves defensive buildings. (It could increase your cost accordingly)
Age II. No effect.
Age III. Improves the resistance points of defensive buildings by + 5%. (Walls and towers)
Age IV. Improves t…
For civilizations without access to arsenal that take alliances with powder cavalry and / or units with firearms:
For civilizations that do not have access to the arsenal, in case of allying with minor facsions it would be good that in those places exclusively for facsions without arsenal, there are 3 improvements available:
In case of being gunpowder cavalry, add the upgrade ‘cavalry snail’
In case they are skirmishers add ‘anti-infantry rifles’
In case they are musketeers add ‘socket bayonet’
This would make native allies more useful for civilizations that lack these technologies. For example, when th…
In case the alliance is with cavalry of archers, they could increase the reach by +1 in age 3 and +1 in age 4. For example, Aztecs form an alliance with the Comanches.
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