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Infantry on a whole need other changes to make them more viable, especially the militia line which still takes too long and too much resources to upgrade
No, James is right here. They'd just end up too fast. I've seen it with mods. Also if infantry do get any global buffs in the future Celts benefit. So hope for some minor improvements in the future.
Resources are not really the problem. It's tempo. If you wanted to commit to any meaningful amount of men-at-arms in feudal, say more than 4 or 5. You'd want supplies to save food now and later but that takes time, the cost is relatively small. Longswords for example are cost effective vs many things in castle age. Problem is knights can run away from them or pick and choose when to fight. Knights benefit a lot more from healing, you can send injured knights back home to a monk to be healed. I've done this in team games for example. I wanted to pick up some relics close to me and had a couple of monks sit near my TC after the job was done. Any knight below one third health I sent home to be healed and removed from my control group. It took a fair bit of micro. In the end I had about 50% more knights/cavalry than the enemy pocket. Point being think how much easier it is to send home your knights after battle with infantry if you wanted.
Then there is the elephant in the room, archers. Archers counter infantry too well at times. While gambesons helped it's not nearly enough. Before squires they easily get kited around.
The other problem is late game champions are actually pretty damn good at what they do. They effectively deal with trash units. They eat through buildings that are not castles and even then castles that have not been upgraded with hoardings and masonry/architecture can go down pretty fast, it's even worse if murder holes is forgotten about. They trade cost effectively with most heavy cavalry only been a population room issue.
The buffs to infantry need to be small and have been over time. Otherwise we end up with infantry just beating everything. In some respects infantry is already a problem in low ELO, because they lack the micro and games that go longer are better for infantry and infantry civs because you can have your 10+ barracks spamming champions.
Cumans deserved that nerf, because militia line seems to be weak in comparison to cavalry and would help explain why cavalry is more frequently used than militia especially for mid to high elo. Cumans were probably op at one point during Castle Age and Imperial Age before they were nerfed.
Paladins: 1.35 Speed, 1.485 with Husbandry.
If Celts had Squires, that's 1.51 Speed on Woad Raiders, matching Hussar without Husbandry.
So no they really don't need to be slowed down by having Paladins in the group.
The move bonus was the least worrying, compared to the apocalypse that was Steppe Lancers and Feudal TC
Knights have been used throughout as they can raid, counter siege and run from fights. We already have so many changes to infantry that they are still hardly used even in Dark/Feudal and mostly really late game when it devolves into trash fights
Instead if I was going to spice the civ up, I would come up with a way to make Celts Skrims stand out more, given the history all celtic backgrounds in Europe as a whole made great use of that type of warfare.
Maybe a better question is, should the bonus be modified
Do you mean their bonus would be nerfed?
Militia line is just bad.
It depends. Militia line is also good against buildings at least to some extent, but not as much as siege.