Age of Empires II: Definitive Edition

Age of Empires II: Definitive Edition

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Should Celts be given squires?
Celts get infantry move 15% faster as a civ bonus starting in feudal age but should they get access to squires on top of that?
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No. Also, infantry being faster than cavalry or similar speed to cavalry because of a 25% speed bonus is unrealistic. I am perfectly fine with there free 15% speed bonus without squires and by using that logic it could be argued that Cumans should get husbandry on top and that would add up to a 25% speed bonus total for their cavalry during Imperial Age, 20% speed bonus during Castle Age, and 5% speed bonus during Feudal Age. Celts getting squires plus 15% speed bonus I would argue make them op just like Cumans being op with their cavalry if they had a 20%-25% speed bonus for Imperial Age and Castle Age.
Last edited by James3157; 1 Feb @ 8:30pm
IEatCats 1 Feb @ 10:21pm 
Cumans used to have husbandary on top of their cavalry move bonus (10% + 10% civ bonus) before it got nerfed into the current day staggered bonuses

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
Quintem 2 Feb @ 6:12am 
Originally posted by Plokmijnuh:
Celts get infantry move 15% faster as a civ bonus starting in feudal age but should they get access to squires on top of that?

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.

Originally posted by IEatCats:
Cumans used to have husbandary on top of their cavalry move bonus (10% + 10% civ bonus) before it got nerfed into the current day staggered bonuses

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

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.
Originally posted by IEatCats:
Cumans used to have husbandary on top of their cavalry move bonus (10% + 10% civ bonus) before it got nerfed into the current day staggered bonuses

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

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.
Last edited by James3157; 2 Feb @ 6:34am
Woad Raiders: 1.2 Speed, and with Celt bonus its 1.38 Speed.
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.
Originally posted by James3157:

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.

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
Last edited by IEatCats; 2 Feb @ 9:14am
Dugaul 2 Feb @ 4:25pm 
how about take less missile damage while moving! but nope woads are actually really good maybe a tiny stat increase but i think the already did a few patches back.

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.
If they did thier bonus woukd simultaneouesly be debuffed.

Maybe a better question is, should the bonus be modified
Quintem 2 Feb @ 5:45pm 
Originally posted by Flakstruk:
If they did thier bonus woukd simultaneouesly be debuffed.

Maybe a better question is, should the bonus be modified

Do you mean their bonus would be nerfed?
Yes
No, just like Cumans should not get Husbandry. Also Celts mostly play with Siege, Halberdiers to protect the Siege, and Woad Raiders who are already fast. No need for an extra 10% movement speed, which can only unbalance them.
Champions aren't meant be a counter to hussars
Originally posted by Flakstruk:
Champions aren't meant be a counter to hussars
Yes they are, they are meant to counter ALL Trash units.
Militia line is just bad.
I wonder if the Celts would be OP or reasonable if their infantry movement bonus were staggered so that they move 5% faster in Feudal Age, 10% faster in Castle Age, and 15% faster in Imperial Age.
Originally posted by jonoliveira12:
Yes they are, they are meant to counter ALL Trash units.
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.
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Date Posted: 1 Feb @ 6:51pm
Posts: 26