Cossacks 3

Cossacks 3

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Multicultural playstyle working as intended?
When you capture peasants of the enemy, you can build his buildings, including a town center to recruit more peasants from. Thus you are able to build a settlement with the culture/nation of your opponent. So what? Well some buildings have increased costs the more you build from them, such as barracks (they give a lot of population space). You can thus have several of your nation's barracks as well as the opponent's nation's barracks. You also have access to that nation's unique units (though this is only a minor gain). On top of all of this, the upgrades from buildings like an academy and mill all stack. So if you buy the harvesting +140% from your mill and your opponent's mill, all your peasants will have +280% harvesting. The more different nationalities, the bigger the bonus.

Is this done with the thought "If you can't protect your peasants, get rekt"? Or is this not working as intended?

What do other players think of this?
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Showing 1-11 of 11 comments
i agree that it can be really OP

there should be a little delay of 2 sec before the enemy takes control of villagers, and a little delay of (for example) 1 min to capture buildings

instant stealing is too OP and allows really great boost in economy/population

instant stealing for me is the only thing that makes me raging because there is nothing in game showing the influence radius (or even the range radius)
Last edited by ADRIEN manowarad WRP crossbowlov; Oct 1, 2016 @ 3:21am
Welcome to classic Cossacks logic that is good imho. If someone can't protect his peasants then he can't play good.
Golem0 Oct 1, 2016 @ 3:41am 
Are you sure researches stack? In Coassacks 1, researches did not stack and I doubt they do in Coassacks 3.
General WVPM Oct 1, 2016 @ 4:30am 
Originally posted by Golem:
Are you sure researches stack? In Coassacks 1, researches did not stack and I doubt they do in Coassacks 3.
I'm certain, I tested it. And looked into the actual code to confirm it.
For example, the harvesting bonus, it is stored in an integer array (group of round numbers), with 1 value per resource type. Each upgrade (no matter the nation) will increase this value. And this value is directly used when depositing resources.

I'm not at all questioning the capture mechanics, only that researches stack* from different nations and that building costs are counted seperately.**

*When a peasant drops a sack of grain off at a mill, he will deposit 30 food by default, a +140% harvesting upgrade increases that to 30*(100+140)/100=72. When you get the same upgrade from a foreign mill it will be 30*(100+140+140)/100=114.
**When you build a barracks, the 1st is cheap, 2nd more expensive and 3rd way more.
When you then build a foreign barracks for the 1st time it doesn't cost as much as a 4th barracks, but as much as a 1st.
Last edited by General WVPM; Oct 1, 2016 @ 4:38am
Xether Oct 1, 2016 @ 5:22am 
You deserve to lose if you can't defend your villagers. It's not hard to select all your pikemen and press "G" on every building. If you to dumb to suicide delete them a few seconds before they are about to be captured and then to dumb to send a task force to go and recapture the villagers then you can't be helped.
Golem0 Oct 1, 2016 @ 10:30am 
Originally posted by General WVPM:
Originally posted by Golem:
Are you sure researches stack? In Coassacks 1, researches did not stack and I doubt they do in Coassacks 3.
I'm certain, I tested it. And looked into the actual code to confirm it.
For example, the harvesting bonus, it is stored in an integer array (group of round numbers), with 1 value per resource type. Each upgrade (no matter the nation) will increase this value. And this value is directly used when depositing resources.

I'm not at all questioning the capture mechanics, only that researches stack* from different nations and that building costs are counted seperately.**

*When a peasant drops a sack of grain off at a mill, he will deposit 30 food by default, a +140% harvesting upgrade increases that to 30*(100+140)/100=72. When you get the same upgrade from a foreign mill it will be 30*(100+140+140)/100=114.
**When you build a barracks, the 1st is cheap, 2nd more expensive and 3rd way more.
When you then build a foreign barracks for the 1st time it doesn't cost as much as a 4th barracks, but as much as a 1st.

I tested whether the upgrades for firepower would stack and they don't. Perhaps some researches stack and some do not?

The buildings of other nations not being taken into account concerning the building cost increase is intended and is the way it was in Cossacks 1. I do not think it is OP either. If they were taken into account, it would make developing another nation nigh impossible or very unappealing at least. Granted, the additional troop spam might be powerful, but keep in mind you have to fully upgrade all units in order for them to be effective.

Originally posted by Xether:
You deserve to lose if you can't defend your villagers. It's not hard to select all your pikemen and press "G" on every building. If you to dumb to suicide delete them a few seconds before they are about to be captured and then to dumb to send a task force to go and recapture the villagers then you can't be helped.
His point is not unit capture being too harsh. He's talking about the potentially multiplicative power of stacking researches and buildings of different nations. And to be honest, you only need a single peasant of another nation to build a town hall which is not that hard to acquire, even if your enemy is paying attention all the time.

Last edited by Golem0; Oct 1, 2016 @ 10:34am
Xether Oct 1, 2016 @ 12:07pm 
I think its fine. The amount of effort to try and capture unguarded villagers and return them back to base then make a brand new base is alot of effort and should be rewarded. Even the AI does it. I just mucked around today in skirmish 2v2 against ai and saw one my enemies with both English and French buildings and units in its main base which he must of got from raiding my ally.
Mr_Cossack Oct 1, 2016 @ 12:18pm 
It is intended just like in C1 its one of the best features i think. Research doesnt stack, it only applies to units of that nation. If you are Turkey and you capture Prussian peasents your current upgrades only apply to Turkish units. You have to upgrade Prussian buildings for them to take effect on Prussian units.

It's a good and valid tactic to capture enemy peasents and build their town halls and barracks to increase your pop. This is how you can compete with mutiple enemies if you are in a bad spot like the middle of the map for example. If you dont like it then you can of course disable the option.
General WVPM Oct 1, 2016 @ 1:19pm 
I was referring to the resource upgrades and there are probably some more I dont know of.
Unrealmouse22 Oct 1, 2016 @ 1:26pm 
the peasants are so unloyal
Mr_Cossack Oct 1, 2016 @ 4:46pm 
Originally posted by PC MASTER RACE:
the peasants are so unloyal

That is why i just murder my own peasents if i see the enemy is about to raid my base and i am not prepared to stop them. I select any peasents he gets close to and hit the delete key. My men die before i let them become turncoats ;)
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Date Posted: Oct 1, 2016 @ 3:07am
Posts: 11