Award the Goths an Increase of 10% in Population

Viewing 15 posts - 1 through 15 (of 24 total)
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  • #16428

    This would substitute their extremely outdated +10 bonus when the games were conducted with 75 people taking part.

    #16440
    THE_MUNDO_TRAIN
    Guest

    Well…

    the simple answer is to deal with it.

    The game is balanced around 200 pop, reducing it buffs certain civs and increasing pop buffs other civs.

    However, Goths are in a good place.

    I love surprising my opponents with hand cannoneers when they’ve pre-prepped with anti Huskarl units.

    #16451
    swanandkhati
    Guest

    What I’d propose instead is make them more viable in the mid-game.

    Goths are either a sitting duck until they’re fully boomed or a war machine crushing everyone in its wake.

    In post-imp, +10 pop doesn’t even matter that much since you’re spamming huskarls and halbs anyway.

    Adding 20 pop will only make the post-imp game that much worse for the player facing goths.

    #16450
    mojito_sangria
    Guest

    Agreed, 10 extra pop doesn’t really do shit in 200-pop games

    #16449
    PhantasticFor
    Guest

    When infantry are eventually buffed to be a competitive unit, this will also change. +10% is unnecessary as it doesn’t resolve the problem where Goths are actually predominantly losing.

    The already fit the swarm identity due to replenish rates.

    #16448
    L0has
    Guest

    or to further push their infantry identity while having it scale with max pop, the bonus could be “infantry units need 15% less pop space”

    #16447
    Igor369
    Guest

    Make it 6+7% so on 75 pop they get +11, on 125 they get 14(if game rounds it down) and on 200 they get 20.

    #16446
    UAForever21
    Guest

    Good one, they really need something else because they’re kinda a bad civ the higher up the ladder you go xD

    #16445
    cybersteel8
    Guest

    Oh yeah let’s buff a lategame civ in the lategame

    🙁

    Nah really, in low levels, Goths are a freaking nightmare.

    One of the best black forest civs.

    Let’s not make that worse, please.

    #16444
    Nduguu77
    Guest

    Absolutely

    #16443
    gruziigais
    Guest

    noo..

    give them nothing..

    this civ is too strong already.

    #16442
    cah11
    Guest

    I think the problem with Goths is not that their +10 pop Civ bonus is less useful in a game where max pop is 200, it’s that the civ’s very design is impossible to balance.

    In mid/low elos they’re pathetic in the early game, basically just hanging on in an attempt to get boomed up to the late game as quick as possible, then in late game they become an inevitable juggernaut that can’t be stopped.

    At higher elos and pro level, they’re a meme pick because everyone at that skill level is good enough to exploit their weak early game and kill them before they get to their post imp value train.

    The problem is, if you changed their early game to make them stronger, even a little bit, it completely breaks the civ, same with their mid game.

    Changing their late game to make them “better” doesn’t really change anything, they’re already really good in the late game.

    I think the only way to “balance” Goths across all elos is to go back to the drawing board and do a full rework on them as a civ.

    The identity could probably remain similar, but as it is right now, they’re a civ that is too finicky to make better at the parts of the game they are already weak.

    #16441
    Executioneer
    Guest

    Idk if this would help.

    How about units counting as 0.8 or 0.9 pop?

    #16439
    BongosBongosCongos
    Guest

    This won’t fix the problem.

    It’s been suggested and rightly ignored a number of times before because it doesn’t fix the disparity in balance across elos.

    #16438
    Unbridledscum
    Guest

    Yeah, give them +10% population at all stages of the game.

    Makes sense to me.

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