Turks should also get mangudai and plumed archers.
They were renowed for they composite bows and Janissaires should have been archers if it werenât for the Briton/Chinese already taking the archer UU slots in AoK. But what is the best of the best is that Janissaries had a lot of freedom in their weapon choices. We should make it so that whenever you click the Janissary button you end up with a random UU 11
This is easily the dumbest topic Iâve ever seen. I love it.
Not the suggestions, I mean. Theyâre terrible. But this is 110% hilarious.
Yes but HC and janissaries have low HP, melee and pierce armor. Yes they have range but itâs very inaccurate. I donât think it would be that huge of a buff unless you got 4 or 5 relics.
Bombard cannon only does 40 damage and cannon galleon only does 35 damage so adding +3 attack is nothing. Letâs say you stick with 5% Attack/relic. It doesnât change much either. Only 1-2 extra attack per relic. Bombard tower is 120 pierce so an extra 12-20 attack wouldnât be that big since most of the attack is overkill on units. The biggest thing that matters is the bonus damage which is doesnât affect.
People said the Lithuanian relic bonus for knights would be OP and it hasnât been. Honestly they should put it back up to 5. The new civs got over-nerfed.
Thatâs actually not a terrible idea, it would definitely make the Turks really interesting to play with.
i only play turks⊠turks sucks in this game, and some other civs too.
11
We are discussing the very civ that gives them more HP
0 base pierce armor like all archery range units besides skirm. Both HC and base Janissaries have 1 melee armor, while the Elite version gets 2 (Only conqs and Organ gun start with that much melee armor among ranged UU)
An Elite Janissary that misses its intended target still deals 11 damage if the projectile hits something else. Thatâs more than a FU arb.
Mea culpa, next time I will need to do the math.
The fact this relic bonus idea is a rip-off of the Lithuanian is pretty meh. It didnât prove to be OP on cav mainly because halbs can still put a huge dent into cav. Skirms rely more on their amor, but +5 attack on HC/Jan would totally bypass that (and they would be faster at killing siege as well) I forgot what +4 instead of +5 changed, but anyway itâs still super strong since itâs like an attack ugrade that costs 100 gold and then slowly refund itself, and of course no one else gets it.
another idea. turks scout line can 1 hit kill monks 
or make petards twice as strong. fits into scheme and historically.
No offense meant, but with all of these ideas they might as well remove all the other civs because Turks rule the world, itâs historical!
Youâve probably got more experience playing with the Turks than any of us, but it feels like your ideas get carried away into fanboyism just a little bit.
upgrade turks
Should add that hat back for janissary. It is historically accurate and complaining about KKK similarity is *****.
KkK are shaking hands when they meet you know, and if you shake hands too then I have news for you, you KKK ****.
If you thing this is an illogical line of thought than support the hats for janissaryâŠ
Maybe only add the hat for elite. Would be cool even thought I would be a disadvantage since the enemy can see if you got elite directly by graphics.
Turks are very good in team games with trade, much better than Portuguese, since they got great cav archer, camels, hussar, and great gunpowder. Portugee average halbs and e skirms really donât help much in post imp teamgames, since they arenât pop efficient enough.
Turks being the only civ without e. Skirms AND the only civ without pikemen.
I think this is a bit over the top and hurts them a lot in 1v1.
Give turks e. Skirms and remove e. Skirms from Persians, since they have trash bows and are generally too good right now (best all around civ in the game now)
Iâd rather keep them bad at this part and buff their gold. I had one suggestion somewhere earlier, where the Turks could have their gold mines last longer (like mayans have all their resources last longer). Since their trash is the worst, their gold ought to be better to compensate.
Thatâs just ES that trusted their beta testers. Cool stuff being scrapped often happens because devs, well, listen to their testers (why would they ask them to test then?)
beta testers were probably pure USA citizen. might be a flawed results, since outside of the states KKK isnt very relevant.
they could add a âcensoredâ janissary for USA clients, while the rest gets an uncensored game. It happens all the time to nazi games for germany or basically anything for china.
Thought this is probably not worth the effortâŠ
They arenât even relevant in the US. They havenât done anything newsworthy since 1981. Give the Janissaries their hats.
Giving Turks elite skirmishers would help them so much. Even if they had elite skirmisher AND pikemen it still wouldnât put them on the same level as civs like Persians and Chinese.
The issue with making their gold last longer is that it just extends their period of great strength, which isnât what we want. Turks are already strong enough during that period, making them even better there would be overkill and wouldnât change their lategame.
Thatâs why I would like something that gives them a trickle of gold well into the lategame, something distinct from their gold mining bonus. If the Aztecs can get 33% more relic gold income(while still getting pikemen and garland wars), then it should be acceptably balanced to give the Turks something that boosts their income as well.
So Iâd remove Sipahi, give Turks +20 Cavalry Archer HP as a Civ Bonus, and replace it with Banks, which gives them 0.16% interest on stored gold per second, up to 500 gold in the reserve. This gives them a maximum of 48 gold income per minute, or the equivalent of about 1.5 relics, but at the cost of floating a pretty significant amount of gold and needing to be careful not to spend it by mistake, which could be a real game-throwing moment and allowing a degree of counterplay for enemy players.
For example, an enemy player might throw together a powerful push from multiple directions, requiring heavy micro from them. Without thinking, they go to their castle and spam the jannisary button, accidentally spend all their gold, and end up losing their bonus gold income.
These kind of mechanics are something I would totally hate in AoE. You arenât supposed to be playing around with your resources like that. :S Either it should just be on all the time, or not be a thing at all. Thereâs enough complexity in the game as it is.
It would make their lategame longer, so they donât need to be at the trash wars with nonexistant trash too early.
It would just delay their lategame, it wouldnât change it. And they need a weaker lategame to remain a balanced civ. The focus should be mitigating that weakness without changing their weak trash, and a trickle of gold would be a way to do that.
I think giving players from one civ a mechanic like this to fiddle with would be a fun addition to the game. Similar in a way to the Tatar hill bonus.
why cant i find this topic in the forum?
Their early game is so weak and their trash game is so weak that they are indeed balanced if they have a real powerspike at one point. And prolonging that one way or the other, your trickle of gold, or having the gold mines last longer, which is basically the same thing, their gold will be lasting longer than others. Now what that amount should be is a matter of thought. But the amount should be static, not something that fluctuates depending on your stockpile.