In the late 1700s the newly formed United States upset the world by beating a, or perhaps the, dominant world superpower, namely the British Empire. The Americans adopted various strategies that weren’t used heavily in Europe. These include wilderness warfare strategies similar to those of the native Americans, and shooting officers to cause chaos in enemy ranks.
I think some of these things need to be referenced in the game!
I suggest two military civ bonuses:
All American unique military units should have the stealth ability. This should include Gatling guns.
Sharpshooters and State Military should have a 2x bonus vs hero units and American fireworks should explode over enemy explorers when they are killed by American light infantry. The fireworks will stun the enemy units for 17.76 seconds.
Then we get to the economy:
The American settlers should be much stronger than normal settlers. Some American sharpshooters were hunters, so really American settlers should have 21 base range and deal the same damage as Sharpshooters. Additionally, they should have 200 base hp and gain 25% with each age up to symbolize the toughness of American frontiersmen.
State Capitals: SCs are an underwhelming bonus. They give you only double the normal construction xp and you can’t have enough of them. You should have one for each state! Every card that references a state should come with a Capital wagon and +1 build limit. Additionally since the US need so many cards so when a state capital is built you should receive a free shipment. Also all shipments should arrive quickly since the game is primarily based in the new world.
Je pense que ce serais abusé, en effet si les colons américains ont dès l’age 1 ce que vous suggérez, les USA pourront battre leur adversaires dès cet age, ne laissant aucune chance de se développer.
Since gatling guns are much lighter than cannons, they should be much faster than other artillery both when limbered and unlimbered. Also, they shouldn’t have to reset to switch between firing at units.
Minutemen were a core part of the USA’s forces, so they should be easier to obtain and shouldn’t lose any hitpoints.
Marines and Minutemen are different, the marines card should create a new levy alongside minutemen so you can continue calling both.
There’s an unused swedish immigrants shipment icon that should be implemented. Presumably it ships a few torps, and that would help USA since its villagers are capped at 90.
State Militia nerfs should be reverted since very few people use them anymore.
Perhaps it could send 20 torp wagons since the USA doesn’t have blue berries or the mining upgrade! It should probably be an age 1 card that costs 200c
I feel USA lacks immigrants related cards: they only get Irland/China/Spain/France/Germany/Netherlands in age 1, scottland in age 2, russian-american company in age 3, and British immigrants in age 4.
Ottomans immigrants: enable sipahi to be trained from stables.
And another age 4 card to make the immigrant cards more enjoyable to play: “American dream”: at every future city level, you can send an immigrant card for free along with your regular card. Every immigrant cart from your deck can be sent a second time (or 2 times if you haven’t sent it yet). All effects (gather rates, training speed) and build limits are cumulative (in case of British immigrants, training time is halved).
I feel that the USA could really do with Factories in the Colonial Age to go with their theme of having 18th-19th+ century units available from Age II whilst others are using their 1600s pikes and muskets.
Since they miss out on the first 200 years of the game’s timeframe, it would only be fair for their timeline to extend an extra 200 years to keep things equal. Give them futuristic weapons like drone swarms, space lasers, and hypersonic missiles.
Since malta recycles some assets that were already in game, i think we can make a reasonable ask to make george crushington as a age5 unit or age up like italy. Retrainable, maybe a limit of 20?