What technologies o you think need to become more affordable?

1:


nobody use ,it should be cheap.

2:
QQ20240827-103901
nobody use,it should be useful.4→1

3:
QQ20240827-104403
it should be more powerful.It’s more convenient to use.

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  1. pro scouts just got buffed so there’s actually a lot more people using it now.
  2. I agree it is quite a poor upgrade.
  3. Needs a rework more than a buff, it is currently worthless.

I think there are many overpriced techs like 5 mountain ministries of japan that costs 750 gold.

Also techs lfor the trebuchets are almost completely trash including the regular upgrade geometry and the civ specific techs, shattering projectiles of the english and greek fire of the byzantines. Due to trebuchets being reworked to low base damage and ‘bonus’ damage to buildings this makes all 3 of these techs terrible.

I would make Pro Scouts cheap, make it 20 sec research time, and move it to the TC.

Pro scouts is already TOO strong now. The ultra high apm need of old was the real gatekeeper of using it bc, nobody in a highly competitive game could consistently afford to divert that much attention. But now it is just click everything once and it perfectly get stacked under the TC or dropoff point of choice??? Its effectively free now!!!

I was one to use it before the patch on delhi copying after my idle :honeybee: (sidenote: king louemt beat bee 3-2 in the dry Arabia tournament, sad day for me…but lou is one of them ones, so…)

Anyways Pro Scouts is very good and user friendly especially on Rus and Delhi.

Siege towers are the most broken thing in the game since the wall gates rework.

It’s just impossible to go down an enemy wall.

It’s like the devs forgot it’s in the game and when they broke the unit never noticed.

A possible rework for it would be that you don’t need load in-out, when you connect it to a wall (stone or wood) your units can automatically move up and down as if it was an opened gate.

As for technologies that need be cheaper, I can’t think of any really, other than maybe the arrowlist upgrade in docks, as I’ve always been asking for better defenses on water so you don’t lose the game by losing one battle. But i think I’d prefer that they allow fishing boats to shoot arrows when garrisoned, instead. Or maybe both. Make it like 75w/75s instead of 125 stone.

A nice and micro inviting idea for gates and siege towers would be to allow enemies to use your gates IFF they climb your wall and manually open it, or if they come in behind you before it can shut close, effectively bodyblock it from closing.

Siege towers should work exactly ### ### described where the only mech would be to choose which wall to attach it to, then it literally becomes a gateway for infantry to the other side of palisade walls. For stone walls without a gate it should allow melee units ontop of th wall to inflict siege dmg to the section of wall they choose.

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That wouldn’t be a buff, it would make it a trade-off. You lose 1 vill for the opportunity of safer food. Currently there’s always something more useful to spend 375 gold on than this tech.

Like what? You’re getting 350f per carcass you fairy back? If you get a full herd that 2450F SAFE!! under TC,as opposed to villager idle time walk to and fro to the herd, and being more exposed to raids (more idle time or worse loss of workers) plus the mill/cabin plus the tower or 2 or 3 cost and build time???

I fail to see how this 375 resources, super quick clicking on all the deer isn’t one of the best uses of 375 resources??

You still need to have map control to defend the Scouts bringing in the Deer, so there’s also a risk to this costly investment.

If you don’t have sufficient map control to fairy your deer then you absolutely do not have the safety of sending your vils out to gather those deer in the first place? You need more control to gather exposed than to fairy deer.

Also, you don’t need that much control to fairy your nearest herd.

Lets do some MAFF. Your closest herd is about 20s walk time for a villager from your TC. Say you want to send 5 villagers out there, that’s 20s walking to the herd and 20s walking back once the herd is depleted. Then you need a tower for safety and obviously a mill to drop the food off. Thats 60s build and 100w for the tower and 20s build and 50w for the mill. If we value avg villager gathering at 0.66 resources per sec then you have this much apparent resources spent in completing the task we just described.

100w + 50w + ( 20s_walk_time x 2 x 5[villagers] + 80s_build_time)× 0.66res/s = 334.8 apparent resources cost.

compare that to the 375 resource cost of pro scouts??

You will need in most cases a stable, another 2 scouts and the tech itself as well as enough freedom/map control to be able to get the deer back safely. However I agree that it is very good, especially vs passive 2 tc civs.

You can watch on twitch old games of ML playing rus where he’d get pro scout super early and with just 1 or 2 scouts already fairying deer around 6min mark?? Nobody will have the army mass to outright deny you? Plus you can always drop the carcass and recommence later if really threatened.

Earlier iterations of mali use to also be immediate pro scouts, i won’t be surprised if it makes a return.

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Vs passive 2 TC civs might as well just gather it in place.

Geometry. It is totally useless upgrade and cost too much.