Turks feedback

Don’t quite understand what you mean, since you are in this topic and somehow found your way here. Care to elaborate?

Everyone keep repeating about “power spike in imperial age” but don’t forget than turks have the same bonuses in Aok, when you had to research both hand cannonner and bombard cannon. When AoC arrived and those techs were removed, that “power spiked” was indirectly nerfed, since others civs only had to research chemistry, and the 50% Turkish discount for the forementioned techs was now gone. In that context, i think they don’t are as powerful as they used to be in early imp, and thus, they should get elite skirmishers in exchange

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I don’t see any reason why not. An extra 1.5 relics is a potent bonus in the endgame, there’s no reason it shouldn’t require a degree of micromanagement to sustain. Not to mention being a fun new mechanic for players to learn, which is always good.

If we can have units ignoring armor, supertowers that make unique units, and farms that teleport food, having a realistic bank interest generator is by no means too far.

I agree with all of this except for the Elite Skirmishers part. Not having elite trash units is one of the Turks defining characteristics, I don’t think that should change.

As it was having gunpowder units syper fsster than anyone else. Now that advantage was heavily reduced, so their disadvantage should be reverted as well

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I don’t see why that should be the case. If their strengths are weakened, increase their strengths again, don’t reduce their weaknesses.

One way leads to boring plain civs, the other leads to interesting distinctive ones.

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Then again, how much micromanagement do malay fish traps need? And you can sell that food for gold. Of course situational, you will need water for that to happen, but even a small pond will do, that can have a meaningful effect.

Also, the krepost isn’t much anything to learn, it works the same way any other production building works. Same for the farming, it doesn’t actually need more input from you, but less. The armor ignoring can be compared to attack bonuses, like halbs bonus differs if its an elephant or a normal horse. Of course it’s much more different but basically, it’s just something you need to know, not something you need to actively be checking up all the time, “is my gold high enough, is my gold high enough”. Auto-reseeding was introduced to already lessen the amount of useless timewasters in the game, no point in introducing more to compensate. Also why trebs move on their own now, you don’t need to babysit them when they have finally packed themselves so you could move them, they start moving on their own when they are ready.

Having that bad trash is crippling. Not a “part of their identity” they have almost no answers to archers (except HCA). Good luck surviving archers/xbows until you have a good chunk of CA.

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A lot, honestly. All it takes is a few enemy ships in your fish traps and you’ve lost a huge chunk of your economy. Far more than this, at least.

I still don’t see the problem. It just sounds like you don’t like it, which doesn’t seem like a good argument to me.

I mean, you kinda answered your own question? They’ve got some amazing HCA, and their UU is also pretty effective at taking down archers, even skirmishers, due to its high attack.

Of all the proposed buffs, giving them either halbs or elite skirms are the suggestions I will never agree with. Weaknesses are as important as strengths when it comes to a civ’s identity.

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Sure. Because you can get a castle going, and mass their UU, or research a UT and mass CA faster than your opponent upgrade their archers to xbows.

No, but that’s one of the intended weaknesses of the civ. They’re an imperial booming civ, they’ll get beaten out earlier in the game, before they’ve had a chance for their bonuses to come into effect. If they hold on until later, they get comparatively stronger as compensation. Balance.

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So, you got beaten before your imperial momentum, that is neither as fast nott as powerful as it used to be, and then you die after that momentum is gone. But, hey, they have their own identity

If Turks had Elite Skirmishers and pikemen, it would drastically improve their castle and post imperial ages. They would still be weaker than the top tier civs even if they had those units.

Well, it also means that Turks can start pumping their gunpwoder as soon as they hit Imp. And Chemistry is so looooooong to research than besides maybe Malian and Byzantine no other civ can hope to catch up. Not to mention CA were tremendously buffed, especially for them.

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This depends on how well defended your fish traps are in the first place. And map like lakes doesn’t have that problem at all. And it doesn’t need continuous babysitting any more than your farms do.

Cause it would be an annoyance to be looking at your gold all the time, if it is over a certain threshold or not. You have gold that you can’t use. Is basically useless gold. First you need to earn that 500 gold back to make it even worthwhile and even then you still need to keep tabs on it to be over 500. That’s not something you should be supposed to be wasting your focus on. That takes your focus away needlessly for no reason whatsoever. If you can show even one reason that argues for the usefulness of playing turks and as a perks having to keep tabs on something no other civ player has to do, I’m willing to hear it. An added mechanic that purposefully takes the players focus away that no one else has to do, better have a good reason for it. Portuguese don’t need to look at their feitoria either. It just sits there and makes money. And that’s good. :man_shrugging:

The Feitoria is also much worse than villagers and can be destroyed, while the Turks bonus could not be directly taken away. It would also always be available in an emergency or for a final push.

I’m just going to drop in and mention that the Janissary is in the discussion for being the best castle age unit in the entire game. You’d be right in giving the distinction to Conquistadors 95% of the time, but Janissaries have practically no equal outside of that unit.

They outrange Mangonels and Scorpions and outdamage Knights a full age before most civs can field a unit capable of matching it in either power or range. It’s an absolute powerhouse unit. Giving them an strong early eco bonus would probably be a very bad idea. The Spanish have a relatively tiny economy bonus (houses and drop-off buildings being made quicker, saving vill time) and that is plenty good enough for them to be deadly if they can get to Conqs at any level of play.

The Janissary is not a hand cannoneer equivalent. The Janissary having 8 range is something an Indian HC gets with an imperial unique tech and no other civ ever gets. It gets it in Castle age with no upgrades necessary. That is a huge bonus. It’s a completely different unit from a Hand cannoneer in terms of functionality on the range.

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I’m not saying their advantage is not there; I’m saying is smaller than it used to be

Unless, there’s nothing for the villagers to gather. :man_shrugging: And at that point its effect can be multiplied by making more of them.

Anyways, there was still zero explanation why it would need such a focus intensive mechanic, instead of just giving it outright upon research.

Of course it’s not. They have different roles. HC is an anti-infantry unit. Janissary is just pure overwhelming stats. And being more inaccurate.