Update on "FP 1.3"
Posted: Wed Aug 25, 2010 2:03 am
I just want to place an update on the Indian civ so far. I hope that you may see what I am planning to do. Something in Italics denotes that a change is not final and has to be tested. I have tested these things and am trying to make a decent, balanced, different civ, as India probably should be. They will be more a mix of the Spanish and Ottomans, with a French Fur Trade twist. Welcome to the new India.
India
General Changes:
- Rajput made 75 food, 35 wood, with 5.25 speed & 26 Train Points (on FP 1.2, they have 30 Train Points). (Balanced, but may need 27 or 28 Train points, since I thought that they had 34 and play-tested them with actually 26 Train Points)
- Flail Elephant made 135 food, 135 coin, with 350 HP, 5.0 speed, still 0.50 RR, 16 dmg w/ 3.5x bonus to artillery (14 x 4 = 56; 16 x 3.5 = 56). (Balanced)
- Siege Elephant made 250 wood, 350 coin, 0.40 armor, 4.25 speed, 6 pop (Balanced)
- Sowar speed reduced to 7.0. (Balanced)
- Mughal Architecture reduced to -15% Building cost and -35% Train Points.
-------------------------------
Specific Changes
- Gurkha disabled.
- Enlist Gurkhas card now enables Gurkha, plus sets Honored and Exalted Gurkha obtainable. The +1.00 bonus to HI bonus removed.
- Disciplined Gurkha gives +0.5x bonus to HI, and Honored gives +0.5x bonus to HI.
- Gurkha coin cost reduced to 45.
- Urumi Swordsman enabled in Age 3 (cost 160 food, 60 coin). Given 0.6x bonus to cavalry and light infantry. Bonus to ranged cavalry and xpEagleKnight increased to 2.5x. Speed increased to 4.80. 0.5x bonus added against villagers. 0.75x bonus against Artillery and Arrow Knights added.
- Dravidian Martial Arts card enables Urumi in Age 2 (Possibly, but not totally necessary).
- Sepoy attack possibly reduced to 22. Disciplined Sepoy gives a +0.15x ranged bonus to cavalry and Honored +0.20x bonus to Cavalry, for a total of 1.35x bonus. Range (not LOS) possibly Reduced to 10 or 11, with Disciplined Sepoy Giving +1.00 or +2.00 Range. (Not tested, but seems like a good change in theory. Sepoys were actually meant to have more HP than regular muskets, a ranged bonus to cavalry, but less range).
- Zamburacks moved to Age 3.
- Disciplined Zamburack auto-upgrades (needs testing, as a Gurkha/Zamb Combo could be killer, not to mention boosted Siege Elephants)
- Howdahs moved to Age 4. (Balanced)
- Mahouts gain +0.25x bonus to HI with Honored Mahout (needs testing, but this will give them a bigger role lategame, especially vs. Musketeers and Halberdiers. 64.4 x 1.5 = 96.6, minus hand resistance).
- Sowars are now affected by Professional Handlers card, making Sowars 1 population and Mansabder Sowars 3 Population. (Tested and Balanced)
- All Mansabders reworked to new stats (Rajput, Flail Elephant, Gurkha, Urumi, Sowar, Siege Elephant and Mahout Mansabders). (Tested and Balanced)
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Although this seems incredibly awkward, India is quite balanced. Having practically no skirmisher Unit in age 2 really weakens their rush game. However, this is replaced by a nice Rajput, Useful Flail Elephants, with Sepoy and a slightly nerfed Sowar support. The 10/10 is still extremely viable, but does not pack the punch if you can withstand the rush. Also, the Colonial Agra cannot train Urumi, if the Indian player wishes to ship Dravidian Martial Arts.
Are Urumi Shipments still useful? Yes, these are extremely useful, either as a consulate shipment of units, or just extra Urumi to support you in general. However, it is no longer mandatory to have them in your deck. The main problem here with India was that you had to order 9 Urumi & 1300 wood at the same time, but you only had 1 shipment. Now the 1300 wood will stock India lategame, along with another Native warrior shipment.
India will have a strong boom however, so players must realize how to fight India. The Rajput, Flail, Urumi, Gurkha, and Siege Elephants are tested and fair. However, the Aztecs will receive bonuses with Coyotes and Arrow Knights against Urumi, Such that Coyotes do 16 x 1.25 to Infantry, with 0.8x bonus to HI, and Arrow Knights get 3.5x bonus against Urumi.
Overall, this seems better to me.
regards,
murdilator
India
General Changes:
- Rajput made 75 food, 35 wood, with 5.25 speed & 26 Train Points (on FP 1.2, they have 30 Train Points). (Balanced, but may need 27 or 28 Train points, since I thought that they had 34 and play-tested them with actually 26 Train Points)
- Flail Elephant made 135 food, 135 coin, with 350 HP, 5.0 speed, still 0.50 RR, 16 dmg w/ 3.5x bonus to artillery (14 x 4 = 56; 16 x 3.5 = 56). (Balanced)
- Siege Elephant made 250 wood, 350 coin, 0.40 armor, 4.25 speed, 6 pop (Balanced)
- Sowar speed reduced to 7.0. (Balanced)
- Mughal Architecture reduced to -15% Building cost and -35% Train Points.
-------------------------------
Specific Changes
- Gurkha disabled.
- Enlist Gurkhas card now enables Gurkha, plus sets Honored and Exalted Gurkha obtainable. The +1.00 bonus to HI bonus removed.
- Disciplined Gurkha gives +0.5x bonus to HI, and Honored gives +0.5x bonus to HI.
- Gurkha coin cost reduced to 45.
- Urumi Swordsman enabled in Age 3 (cost 160 food, 60 coin). Given 0.6x bonus to cavalry and light infantry. Bonus to ranged cavalry and xpEagleKnight increased to 2.5x. Speed increased to 4.80. 0.5x bonus added against villagers. 0.75x bonus against Artillery and Arrow Knights added.
- Dravidian Martial Arts card enables Urumi in Age 2 (Possibly, but not totally necessary).
- Sepoy attack possibly reduced to 22. Disciplined Sepoy gives a +0.15x ranged bonus to cavalry and Honored +0.20x bonus to Cavalry, for a total of 1.35x bonus. Range (not LOS) possibly Reduced to 10 or 11, with Disciplined Sepoy Giving +1.00 or +2.00 Range. (Not tested, but seems like a good change in theory. Sepoys were actually meant to have more HP than regular muskets, a ranged bonus to cavalry, but less range).
- Zamburacks moved to Age 3.
- Disciplined Zamburack auto-upgrades (needs testing, as a Gurkha/Zamb Combo could be killer, not to mention boosted Siege Elephants)
- Howdahs moved to Age 4. (Balanced)
- Mahouts gain +0.25x bonus to HI with Honored Mahout (needs testing, but this will give them a bigger role lategame, especially vs. Musketeers and Halberdiers. 64.4 x 1.5 = 96.6, minus hand resistance).
- Sowars are now affected by Professional Handlers card, making Sowars 1 population and Mansabder Sowars 3 Population. (Tested and Balanced)
- All Mansabders reworked to new stats (Rajput, Flail Elephant, Gurkha, Urumi, Sowar, Siege Elephant and Mahout Mansabders). (Tested and Balanced)
-------------------------------
Although this seems incredibly awkward, India is quite balanced. Having practically no skirmisher Unit in age 2 really weakens their rush game. However, this is replaced by a nice Rajput, Useful Flail Elephants, with Sepoy and a slightly nerfed Sowar support. The 10/10 is still extremely viable, but does not pack the punch if you can withstand the rush. Also, the Colonial Agra cannot train Urumi, if the Indian player wishes to ship Dravidian Martial Arts.
Are Urumi Shipments still useful? Yes, these are extremely useful, either as a consulate shipment of units, or just extra Urumi to support you in general. However, it is no longer mandatory to have them in your deck. The main problem here with India was that you had to order 9 Urumi & 1300 wood at the same time, but you only had 1 shipment. Now the 1300 wood will stock India lategame, along with another Native warrior shipment.
India will have a strong boom however, so players must realize how to fight India. The Rajput, Flail, Urumi, Gurkha, and Siege Elephants are tested and fair. However, the Aztecs will receive bonuses with Coyotes and Arrow Knights against Urumi, Such that Coyotes do 16 x 1.25 to Infantry, with 0.8x bonus to HI, and Arrow Knights get 3.5x bonus against Urumi.
Overall, this seems better to me.
regards,
murdilator