Ideas for Enhancing Civilization

Viewing 9 posts - 1 through 9 (of 9 total)
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  • #13286

    This change to Longswords reduces their reliance on Halberdiers and allows them to be more flexible in their play.

    It also gives them a better chance against archers.

    Adding Steppe Lancers and Thumbrings would give them more options in Castle Age and make them a more interesting Civ to play.

    #13287
    PhantasticFor
    Guest

    * Honestly, that WE change is a big nerf.

    Hands down you could buff the building damage without increasing cost.

    Its a niche unit, it shouldn’t be made less useful.
    * Privileges just needs the cost reduction changed.
    * Saracens could still have better camels.

    The hp change was nice.

    But imo still not enough compared to how difficult the civ is to play relative to civs like hindustan and gurjaras.
    * Don’t need to change the sicilian civ bonus, that is convoluted, just change the Donjon build time.

    Just like we don’t mention how other units tt change.

    Hauberk is an old (and good) suggestion, but still think the serjeant needs adjusting.

    Faster Donjons in castle age isn’t going to make them less bad until max upgrades (huge investment).
    * LS in feudal might be interesting.

    I think the tech /unit food cost is too high to make this sustainable in most situations.

    But might make for some kind of weird Feudal all-in.

    Otherwise it is hardly a benefit to the civ.

    No to making the civ more generic with TR.

    #13288
    kokandevatten
    Guest

    In my opinion, Id make monks not have to have redemption to convert organ guns.

    This would solve the arena issue as a whole.

    #13289
    Blocklies
    Guest

    1.

    I think the numbers on privileges and folwarks should be changed instead of removing BF, maybe privileges gives only a 40% discount (15 more gold per cavalier) and folwarks give a little less food (maybe 7% instead of 10%)

    2.

    Portuguese do need changes but I feel like making organ guns convertable without redemption is much better than nerfing their stats, and lowering the amount of free wood also is needed so they don’t advance as quickly.

    3.

    The only buff I’d see is making zealotry a bit better.

    4.

    These changes are good IMO but I feel like lowering the serjeants cost and making vills build donjons faster but serjeants build them slower is better than increasing their late game viability because serjeants are pretty much useless because they cost wayy too much.

    5.

    This change doesn’t do anything and giving 2hs in castle age will break goths, Burmese, Bulgarians and dravidians

    #13290
    Denikin_Tsar
    Guest

    For the change about Two-Handed being made available across all civs, I think this is a good idea.

    If you think about it, Burmese longswords are almost there with their 11 attack (vs 12 for two-handed) and they still don’t get used.

    So it’s not like two-handed swordmen (which are basically longswords with +3 attack) will be OP for generic civs.

    They still probably will not be used given that the upgrade costs 400 resources and knights are great right out of the box with no upgrades.

    Of course for civs with bonuses for these units, I think they MIGHT actually see some use.

    I think if this change was implemented, it might be also good to see champs get a small bump in stats.

    Maybe something like +5hp +1 attack

    #13291
    Klamocalypse
    Guest

    I like the Hauberk suggestion a lot, Sicilians change overall

    #13292
    January_6_2021
    Guest

    I’d be very wary of nerfing both Portuguese all in (making organ gun worse) AND nerfing their lategame economy (feitoria).

    It feels very easy to go too far.

    Make one or the other and reevaluate if you really have to go this route.

    But I’d prefer not to touch either of these.

    Their organ guns + feitorias have been fine for a long time and are iconic IMO.

    I’d hate to see one of the most interesting/unique buildings in the game nerfed because they became dominant after the civ got a random wood from berries buff of all things.

    The only change id make is to tune down their dark age eco bonus so their all in comes slightly later and they become significantly easier to counter with good play, and leave the feitoria alone.

    #13293
    WombozM
    Guest

    Two hand swordsman in castle age is interesting but might make goths, burmese, dravidians and bulgarians overpowered.

    #13294
    Denikin_Tsar
    Guest

    For the Slavs, wouldn’t longswords be OP in feudal age?

    I mean they would destroy fully upgraded scouts 1v1 with 47% hp left AND they are cheaper AND their upgrade is cheaper (than bloodlines).

    Not to mention it’s easy to get 2 barracks up (since you already have 1 while going up to feudal).

    They could tare through buildings in fuedal much better than goth or Japanese maa which is scary.

    This might be OP.

    Also, Slavs were not nomadic.

    Yes there were large migrations, but Slavs migrated and permanently settled areas and did not “roam”.

    In fact, they were always fighting the nomadic peoples and were often conquered by them (Avars, Bulgars, Magyars, Pechengs, Cumans, Mongols) just to name a few.

    In the game, their farming bonus represents their settled nature and how good they were at this.

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