Masonry and especially Architecture increase the effective hit points of most buildings considerably vs Galleons.
Masonry by itself is sufficient for (doubles HP vs) Fire Ships and (triples HP vs) Fast Fire Ships. Architecture only adds 10% (i.e. 1.1x) HP vs Fires.
[excuse the somewhat ugly...
The New Heated shot (pretty much) only improves Castles vs Imperial age units.
[HS improves all tower line units greatly in terms of DPS (it's even better than the tower line upgrades in terms of DPS (but obviously tower line upgrades also improve defence))]
In this game https://youtu.be/SvoHuXNxtxw?t=6177 The Viper is thinking about getting Heated Shot while he doesn't even have Masonry.
He has already lost multiple buildings to (primarily) War Galleys.
Masonry roughly doubles Dock HP vs War Galleys and Galleons. This is effectively the same as...
Well, it is just hard to mass
Compare the Boyar to the Keshik. The Keshik is:
slightly more HP
can take a lot of punishment for the strong Tatar Cav Archers behind it
Meanwhile the Boyar is:
Strong in battle
Slower than all other (non...
From a Reddit comment:
I have tested this so we don't need to continue any speculations. The extra arrows also get counted for damage. This is because Elite Chu Ko Nu do shoot more arrows from castles than regular ones (with the only stat difference being 2 extra arrows and 5 HP). With FU setup...
I personally don't think the change is a huge problem, since they are still limited by castle production, and still countered by halbs and monks (and, to a degree, camels).
I think some of the other Cav UUs need some attention (Tarken, Leitis, Konnik, Steppe Lancer, Coustillier).
Celts are missing Bracer though, so their Castles are lacking 1 range and attack. That said, they still have the highest DPS of all Castles (regardless of the enemy armour value).
But this actually means that they would need MORE Chu Ko Nus to reach the maximum number of arrows than a regular...
The Elite Boyar's base melee armour has gone from 6 to 8.
This makes it a lot stronger vs 11 damage units such as FU hussar or light cav (the Boyar survives 2x longer than it did before).
The biggest bonus is vs 12 damage units such as elite karambits or elite throwing axemen (the Boyar...
Possibly also affects the organ gun, with (extra arrows per unit) values:
old organ gun: 0.08
organ gun: 0.77
organ gun + extra bullets: 1.08
Although the organ guns can't re-garrison. So this is only applicable if you produce them into garrison.
You could just make the Man-at-arms tech free upon reaching Castle Age (or Imperial Age if you want to be cautious).
If you wanted to be bold you could make the Long swordsman tech free upon reaching Imperial age.
The Swordsman line is a counterunit (to trash and eagles), but it's difficult to...
"what if... 75% of your villagers are produced female?" - The Viper in this video https://youtu.be/7YZgyfG4_hc?t=100
The chance of what The Viper describes happening is about 2 in 10 million
95% of the time you will have between roughly 41% and 59% female villagers (assuming 101 villagers)...
That's an option, but it would
be harder to code (male vils and female vils are different units and so it would be easy to exclude female vils; whereas this interaction with garrisoned units would be difficult)
be more variable (at times the tech will be pretty much useless, even if the units...
If you watch pros they complain that you are unable to counter the wave of 100+ units (in addition to the existing military on the field).
200 military vs 80 military (assuming both had 120 villagers) is a lot harder than 140 military vs 80 military (given Lanchester's Laws, defensive...