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Сообщить о проблеме с переводом
- Incas are similiar to Aztecs in worse
- Indians are similar to Saracens
- Italians are similar to Chinese in worse
- Magyars are similar to Huns
- Slavs are just like Celts, but much worse, 15% faster farmers in practise is more like 7% real effect, nothing compared to Celt 15% woodcutters
I'd remove their free tracking, since its such a meaningless bonus, and instead give them another bonus to their infantry. Maybe +1/1 armour starting from feudal age? You'd have Long Swordsmen with 3 regular armour and 4 pierce armour in Castle age, or Pikemen with +3/3 armour, and in late Imperial you'd have Champions with 5 melee armour and 6 pierce armour, or Halberdiers with +4/5 armour.
I'd make their farming bonus increase at a staggered rate - 15% dark age, 20% feudal, 25% castle, 30% imperial
I'd slightly increase the discount on siege weapons to -20% instead of -15%, and make that bonus apply to researching the better siege weapons too, allowing the Slavs to access the critical siege ram and onager faster.
I'd also swap out Orthodoxy for a new tech - although I feel that having a unique tech just to boast eco is a bad move.
Another thing. There's a historical reputation of the Slavic peoples rebounding, and even winning wars after suffering serious defeats. In order to incorporate this aspect of Slavic history, I would really like to see a "recycling bonus" for lost units. This means that even if your army is totally annihilated, you still have a good chance to rebound quicker after such a defeat. This would render the Slavs a unique edge IMO and fit their civilizational theme.
I do think however that your proposal for serfdom is too overpowered. I think it would be better perhaps if it takes 5 unmanned farms or something like that to produce as much food as one relic provides gold. In an open map, you could just build a hundred farms in a corner and that really adds up over time.
They are also quite viable with almost any unit compoisition in Castle.
I think you are also underselling Boyars quite a bit. Twice base the armor of a knight in Castle, three times that of a paladin in Imperial. They wreck other infantry focused civilizations (especially Goths and Celts), especially when combined with champions to clean out the trash.
In addition, the only thing they're missing on the trash line is bracer.
Slavs are very viable right now. The only major change I want is from Tracking to a more viable tech.
Also not to mention - siege onagers kill your own men too.
The boyar is a very strong unit i'll give you that, but it's not an OP uu you can build your entire army around. Don't forget it only has 150 hp and 2 pierce. Arbs, HHA, HC - any ranged mob screened with halbs is going to put some serious hurt into them - even though they're better stat wise to bloodline cavaliers. If Slavs had paladins, even unblooded ones, I'd train them instead - don't forget that for every 2-3 castles you can build, you could be churning out of a dozen stables instead.
The Slavs aren't weak, but they depend on siege for ranged capability way too much, they're not versatile and their playstyle is just very bland. At this stage they're kind of like the Dan Hibiki of AoE - just a worse version of Ryu (Goths/Celts).
Through Castle Age they pack a wide variety of units, including archers, skirms, knights, and infantry all with virtually every upgrade. When they get to imperial age they gain access to the end game techs, but scale back otherwise. You can't argue they are weak in castle because they rely on Imperial techs when they have access to an almost full Castle tree.
As for Light Cav or Knights raiding your siege - Might I suggest not letting your infantry get caught out of position? That you fail to use the counter available to ranged units for the Slavs does not indicate a lack of said counter.
I suppose what it comes down to for me is this: If you want to make heavy use of ranged units, play an archery civ. Slavs aren't that, but it doesn't make them bad.
Aluroon's basically said all else that I would say. Tracking bonus is definitely something that could be re-examined.
@Philippe: Some of the AoF civs could use a buff (especially Italians), but they are by no means unoriginal. Just because certain strategies are viable for more than one civ does not make those civs the same.
On a side note for humor's sake, one of my comrades on the AoF team recently won an online ranked match as Incas by booming to post-Imp and then going full villager flood :p
But I think it is largely down to the playstyle. I think Slav is quite balanced in mid to late game. They are probably the best out of the Forgotten civs if I had to pick one.
I find the Slavs' playstyle on the other hand way too similar to other civs in the game, such as Celts and Aztecs namely, in that they lack a strongly distinguishable strategy.
See, I don't agree with you at all here. While there are similarities to the Celts and Aztecs, there are also huge differences. The Aztecs generally speaking rely heavily on raiding with Elite Eagle Warriors or Arbs rather than straight up battles with waves of infantry. Celts rely on pushes with lines of pikes backed up by seige. The Slavs in contrast play a very different game. They are a slow pushing force with sweeping attacks on the flank with their UU. They hare happy to meet you head on, grind you into paste, or sweep in on the flanks.
Of all the FE civs, I suspect they are the best. Mags being a close second (and Incas being terrible against anyone with a decent archer line).
However later....
You're wrong on nearly every point you make here.
- The wolf-killing bonus is very useful. It means you don't need to research Loom, and you can send Villagers out to your enemies without fearing Wolves, build a forward Barracks, and start sending Militia with the gold you save from not Looming. Boars might be a little tough to handle but it's easy to learn how to kill Boars without Loom.
-Your converting wolves idea is not a good idea at all: if the Magyar player is lucky thanks to the map, he gets a free Drush. If he's unlucky, it's a completely useless bonus.
- Magyars are not that good late game, and they're very good early game. They are probably the most aggressive Dark-Feudal Age civ, which is great because that's pretty much 30% of the game. Now as far as late game goes, the Magyars are probably the best civ when everyone has run out of gold but until then they are stupid easy to counter. Siege Rams stuffed with Halbs counter all of their best units, including the Cav Archers, and the rest of their tech tree besides their mounted units is weak. The best late game civs tend to have Bombard Towers, strong Siege, Paladins, and/or a ridiculous UU. The Magyars only have Paladins.
- The Aztecs are nowhere close to the Celts or the Slavs. The Celts/Slavs like nearly polar opposites compared to the Aztecs. Almost every point in the game where the Aztecs are strong, the Celts/Slavs are weak and vice versa.