DeletedUser25074
Guest
Ok here we go.
We noticed that chariots and slingers get built twice as often as horsemen.
This would be because horsemen take up the res required to make LS and FT's they require VERY little stone so it is much much easier to build up a chariot /sling nuke than it is to build up a horse nuke. It has nothing to do with how powerful they arnt as they are already a VERY strong unit to attack with.
Imo (although the buff to them is great) if you want to make them used more simply rebalance the res required to produce them and you will see a change.
Catapults were pretty unpopular. This might be due to the high consumption of population, that's why we plan to reduce the required population value from 15 to 10.
Ok most people i have spoken to seem to be under the illusion that Cats are for burning walls only.
This would be 1 reason why they seem to not being used as much as people should be using them. Most players tend to try and clear a city first with troops then use 1 cat attack to burn a wall.
The other reason i tend to get when trying to educate people on the importance of using more cats is that "they take too much time to build" these people are also wrong as if u look at timers on a pop-pop ratio there is only a few minutes more to build 1 cat - 15 slings/hops/5 horse.
IMO cats are good the way they are players just need educating better (and this isnt the thread for me to do that). But a pop reduction will allow me to have more troops to escort my already heavily used cats so im not going to complain.
We have also seen that mythical units get built too rarely and that we should make adjustments there, too. In that regard we significantly lowered the favor costs while increasing the resource costs. Most of the offensive mythical units will be buffed
Absolutely brilliant i couldnt agree more. For the favor cost and the time spent building a nuke of Myths plus the fact that they dont benefit from commander, phalanx or heroism they should 100% get a buff to make up for this obvious oversight.
We propose changing the speed of the Trireme from 9 to 24 and increase the damage from 180 to 250
Since these things are pretty damn useless any buff on this unit will be a good thing. I cant really comment on this much till i see them put into practice but id have to say i can already see them having a place in certain situations.
However, they don't fight against transport and Colony Ships. We would like to ask you - independently of our own ideas - to have a think and make some proposals on how to change the Fire Ship.
Ok my idea for this unit would be simple. Keep everything the same but make it able to attack also. In situations where a harbor is stacked with thousands of biremes LS nukes take heavy loses for very little gains unless you get decent luck on hits (but who here does -_-). If they could attack going 1-1 with biremes they would have there place in many players arsenals.
Keeping the speed the same would make them easy to spot and dodge. So the best time to use this unit would be on stacked harbors only and not a general use just for attacking random players.
It would also mean you would have to be close to a player to use them effectively due too travel times.
Diplomacy will in future decrease the chance of a (farm village) revolt by only 10%, but in return the technology will increase the amount of resources you get from demanding and looting by 10%. You will also get to trade with a farm village up to a mood of 60%
Good change sure but as you get bigger you just dont need the res the farms provide. So this would only be useful early on when you have very few cities and not much res to spare. I can see this maybe being used for the first few months on each world then just being binned for something more useful.
The Espionage technology will increase the amount of silver coins of your spy by 10% when sending him away for an Espionage
Awesome sauce. Much better than speed on your spy lol generally i just use a closer city if i want a fast report
Cryptography is good to counter an espionage. If you research this technology and an enemy spy infiltrates your city, you will lose 10% less silver coins from your cave
I hope this means your upping it by another 10% to 30% total and not making it 10% total....? That would suck big time. If it is upping it to 30% then i think ill be switching a few points round in my cities
The research of Breakthrough had a too low an impact when attacking other cities and trying get your transport ships through. We will decrease the overall chance for a transport ship to breakthrough by 30% if you do not have the research. In return, the research will increase the chance for a transport ship to arrive by an additional 10% compared to the way it works now
If im reading this right then this is not cool at all. The 1 change i would make to this research is simple. Make it a passive buff like phalanx rather than an attack as i prefer to send every single attack as a revolt attack and not have to send breakthrough's
The research Meteorology increases the speed of land units, but the opportunity to research it comes too late in the game. That's why we think about putting this research into the first column, so that you can start researching meteorology with the very first academy level
Only useful for Manti/Harpy/Peg nukes (pegs being used for Def ofc). Even with the change it will still never enter many player acads because it is so damn useless unless your city is dedicated too a flying myth nuke.
The Lighthouse will increase the speed of your ships by 20% instead of 10%.
Brilliant.
The Oracle will be replaced by the "War Council". The War Council will increase the offensive values of your land and sea units by 10%
Brilliant.
Merchant Shop change
Defo a big improvement.
We noticed that chariots and slingers get built twice as often as horsemen.
This would be because horsemen take up the res required to make LS and FT's they require VERY little stone so it is much much easier to build up a chariot /sling nuke than it is to build up a horse nuke. It has nothing to do with how powerful they arnt as they are already a VERY strong unit to attack with.
Imo (although the buff to them is great) if you want to make them used more simply rebalance the res required to produce them and you will see a change.
Catapults were pretty unpopular. This might be due to the high consumption of population, that's why we plan to reduce the required population value from 15 to 10.
Ok most people i have spoken to seem to be under the illusion that Cats are for burning walls only.
This would be 1 reason why they seem to not being used as much as people should be using them. Most players tend to try and clear a city first with troops then use 1 cat attack to burn a wall.
The other reason i tend to get when trying to educate people on the importance of using more cats is that "they take too much time to build" these people are also wrong as if u look at timers on a pop-pop ratio there is only a few minutes more to build 1 cat - 15 slings/hops/5 horse.
IMO cats are good the way they are players just need educating better (and this isnt the thread for me to do that). But a pop reduction will allow me to have more troops to escort my already heavily used cats so im not going to complain.
We have also seen that mythical units get built too rarely and that we should make adjustments there, too. In that regard we significantly lowered the favor costs while increasing the resource costs. Most of the offensive mythical units will be buffed
Absolutely brilliant i couldnt agree more. For the favor cost and the time spent building a nuke of Myths plus the fact that they dont benefit from commander, phalanx or heroism they should 100% get a buff to make up for this obvious oversight.
We propose changing the speed of the Trireme from 9 to 24 and increase the damage from 180 to 250
Since these things are pretty damn useless any buff on this unit will be a good thing. I cant really comment on this much till i see them put into practice but id have to say i can already see them having a place in certain situations.
However, they don't fight against transport and Colony Ships. We would like to ask you - independently of our own ideas - to have a think and make some proposals on how to change the Fire Ship.
Ok my idea for this unit would be simple. Keep everything the same but make it able to attack also. In situations where a harbor is stacked with thousands of biremes LS nukes take heavy loses for very little gains unless you get decent luck on hits (but who here does -_-). If they could attack going 1-1 with biremes they would have there place in many players arsenals.
Keeping the speed the same would make them easy to spot and dodge. So the best time to use this unit would be on stacked harbors only and not a general use just for attacking random players.
It would also mean you would have to be close to a player to use them effectively due too travel times.
Diplomacy will in future decrease the chance of a (farm village) revolt by only 10%, but in return the technology will increase the amount of resources you get from demanding and looting by 10%. You will also get to trade with a farm village up to a mood of 60%
Good change sure but as you get bigger you just dont need the res the farms provide. So this would only be useful early on when you have very few cities and not much res to spare. I can see this maybe being used for the first few months on each world then just being binned for something more useful.
The Espionage technology will increase the amount of silver coins of your spy by 10% when sending him away for an Espionage
Awesome sauce. Much better than speed on your spy lol generally i just use a closer city if i want a fast report
Cryptography is good to counter an espionage. If you research this technology and an enemy spy infiltrates your city, you will lose 10% less silver coins from your cave
I hope this means your upping it by another 10% to 30% total and not making it 10% total....? That would suck big time. If it is upping it to 30% then i think ill be switching a few points round in my cities
The research of Breakthrough had a too low an impact when attacking other cities and trying get your transport ships through. We will decrease the overall chance for a transport ship to breakthrough by 30% if you do not have the research. In return, the research will increase the chance for a transport ship to arrive by an additional 10% compared to the way it works now
If im reading this right then this is not cool at all. The 1 change i would make to this research is simple. Make it a passive buff like phalanx rather than an attack as i prefer to send every single attack as a revolt attack and not have to send breakthrough's
The research Meteorology increases the speed of land units, but the opportunity to research it comes too late in the game. That's why we think about putting this research into the first column, so that you can start researching meteorology with the very first academy level
Only useful for Manti/Harpy/Peg nukes (pegs being used for Def ofc). Even with the change it will still never enter many player acads because it is so damn useless unless your city is dedicated too a flying myth nuke.
The Lighthouse will increase the speed of your ships by 20% instead of 10%.
Brilliant.
The Oracle will be replaced by the "War Council". The War Council will increase the offensive values of your land and sea units by 10%
Brilliant.
Merchant Shop change
Defo a big improvement.