Analisis: Civ Ideas LLC Part 2

Today the second part of this mod overview, made by u/anatarion and u/ChuKoNoob.<br> <br> Dutch<br> <br> Now, the best civ of the mod (in my oppinion): The Dutch. They're a late game naval and gunpowder civilization, similar to Italians, Portuguese or Turks, but principally similar to Italians or Portuguese. The thing that makes this civ different is that their early game is built around their infantry. Indeed playing them in feudal isn't such a problem as they have something to do here, having free infantry armor techs and galleys with more attack. But like most of this civs, it start shining at imperial age. You will reach quite easily, as they get free fortified walls at castle age, and you will have some  FU arbs and galleons with more attack. Aniway, they get the things to the next level when you research their imperial age UT and bombard tower, upgrade their UU and put siege workshop to spamm their BBCs, BBTs and their UU, the musketeer. The musketeer is a HC variant who specializes on killing cavalry. It cost a little more but has more hp, attack and armor. Their disadvantage is their low range, of only 6. Aniway, Musketeers are quite good and I would prefer them over Janissaries vs cavalry but don't expect to kill cavalry archers with them as they're outranged and have quite low pierce armor. At the late game they also have a quite worst stable and a much better infantry compared to other gunpowder civs. <br> <br> Georgians<br> <br> Late game civ focused on cavalry and monks. Not very strong at early game but they still have a nice team bonus that highly improves the LOS of mills and resource camps but I would consider them bottom tier on arabia. Indeed they should reconsider giving them the free villager bonus, who is quite similar to Realms's Dradivian civ, so they can look at Realms to understand how to make it. They have some bonuses arrive at castle age, who are cheaper Monks, free masonry but still not enough to justify being so weak at dark age and feudal age. At imperial age, they get faster researching cavalier and Paladin, BBT and BBC (but they still lack bracer and SE), monks who are even cheaper that they were at castle age and have extra range and their UU, the Monaspa. The Monaspa is a cheap heavy cavalry who is unique beetwen melee units since it does pierce damage, making them quite difficult to analize. They are quite slow (I'm sure that the stats showed at the mod site are wrong) but are quite cost effectively and not very expensive on gold (who is great) and has some range (0.5). This civ feels particulary good on Arena, with cheaper monks, good paladins, a good UU and BBT. I would consider giving them either ring archer armor or heavy scorpion + siege engineers since this civ is trash on everything but Arena or Team games even at late game. Is sad how a such as good concept is so bad in the game

Helvetians

This civ is another late game civilization, but this time they actually have some reasons to be considered at least Vietnamese tier at early game and quite strong at late game. They get free stone mining tech so they can do a quite decent trush but that's all they have until castle age. I would say that they can get somewhat like "palisade walls regenerate" or something else. Otherwise this civ feels ok, with good gunpowder, infantry and siege, BBT and some of the best monks. This civs also sucks in water as they lack several units and techs and also their economy sucks. I feel that they should have bloodlines and some other eco bonus to help their weakness at early game.

Iroquoi

This is one of the most solid civs in the mod (togheter with Caribs, Bantu and Dutch) and is especialized on rushing and late game siege. Their strength at early game resides on one unit: the eagle warrior. They have two bonuses (cheaper eagles and barracks) which highly improves the strength of their feudal age eagle rush or do a FC into Eagles, who is quite impressive and makes them very strong. Later, they have a UT that makes eagles regenerate, who is quite good (but not OP) and pays off very quickly. They also have cheaper siege techs, who helps a lot at early imperial, when they also have FU infantry and archers, who makes them very strong at that stage. They also have a quite solid economic bonus who is that lumberjacks carry 10 more wood.

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