Yes, that would be nice, at least if they let you play with the Maltese and the United States from multiplayer in the campaign… but we’ll have to make do with the historical map of the Seven Years’ War…
pwaopwao:
With the inclusion of certain new units (such as those of the House of Stuart), there is more material for the British to have an “English Revolution”, representing the revolutionary movements of the 17th century. This could be implemented in Age III, could have different phases that add and remove cards (like the French Revolution), and could return to the British civilization as with the Mexican Revolutions. Another European revolution in Age III could be the Swiss Revolution for the Germans. And there are other revolutions that would be easy to add, such as the Greek or Belgian Revolutions.
Yes, exactly as we want a Cromwellian revolution…
Yes, they can be unlocked with just the Church card and nothing else…
zeppelino24:
What do you think about adding units from the Order (at the Revolution of Livonia) to the Knights of St. John campaign? For instance, the Order Musketeer could be added as a Home City shipment unit. The Rodelero, Crossbowman, and Hussar would be removed and replaced by their counterparts: the Hospitaller, Order Crossbowman, and Knight Brother. Artillery Foundry units would be replaced by Fire Throwers and Culverins. Highlanders and Musketeers appearing during and after cutscenes—which currently create historical inaccuracies—would be replaced by Order Musketeers. Similarly, in the first scenario of Act 1, the Hussars arriving to defend the fort alongside Alain Magnan would be replaced by Knight Brothers. Barracks would be replaced by Hospitals, and Falconets would be made available via Home City shipment. All these changes would result in greater historical accuracy specifically for the Morgan Black campaign. What do you think of these changes? Do you feel they would alter the immersion of playing the first act, or do you think there are still a few more additions needed?
Soaring_Crow:
All solid ideas to be sure. If the devs don’t want to use Livonia units then I guess they could use Maltese skins/units instead. Maltese Alabasters (crossbowmen), Sentinels, Hospitallers, Fire Throwers, and Basilisks (Culverins). I would keep the lancers and rodeleros since they fit well enough in the Act 1: Blood timeframe. Cranequiners and Teutonic Knight deployment cards would be good shipments.We should also have the ability to build an Arsenal and/or ship the Advanced Arsenal card for access to upgrades in the Commerce Age. Why would we need the buffs? Check the beta patch notes:
LUDICROUS Difficulty: The ultimate challenge for veteran players, drastically increasing the stats of all enemy and neutral units in the scenario while leaving yours untouched .
Devs are making changes to the single player campaign in general, tightening up the AI. They are now allowing the construction of Estates in Act 1 so Arsenals and maybe Taverns (with pre-set merc units) should be added too. I’m having fun thinking up of all the new potential content that can be added.
Yes, in fact I’m doing it now as a “mod”… and it really looks great…
Playing the Blood campaign with Malta as it should be… you can use hospitals, commandaries, Order galleys, sentries, Fire-throwers, and Hospitallers, set up a tavern, create mercenaries, and revolt in the Barbary States or Hungary… I thought the campaign would be really unbalanced if I played it like that, but surprisingly, playing it on moderate is playable and fun, and it’s interesting to see Centinels and Hospitallers fighting against Janissaries, Howitzers, and Humbarazi while you’re wiping …
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