So,hi everyone.I've been playing AoFE 2.2 since it was released a few months ago.Seems a lot of them will be much more useful if they were available in TCs and docks. I have the following opinions on the new UTs:
Atlatl:small tech to make up for Aztecs lacking ring archer armor.Quite a needed boost as well since their post castle archer weakness is high.
Warwolf:never found any use for it.Probably never will.Although moving Yeomen to castle was a good idea,IMO,Warwolf collides too much with the other British units and army principle.The army of the Britons(both historically and in-game)has leaned more towards light,cost effective units that do mediocre damage rather than bulky and heavy units like palas and siege that hit like trucks.The nature of the imp-age British army-easy to kill soldiers but nigh-impossible to defeat(with certain civs) army composition and combinations.Trebs are slow in firing,setting up,moving,firing and repacking.And just a few l-bowmen or halbs killed will more or less kill the 200G trebs that take up so much castle time to create standing behind them.Not useful against Goths either who'll tear down the castles with huskarls.IMO,change this entirely and give them a hussar based UT instead.
Greek Fire:Good as long as you can somehow hold water until you build a castle.But not very useful on your average Baltic/Team islands and such.Would have been much better if you could research it earlier-in TC or dock perhaps.+1 range also enables them to hit fleeing galleys better.
Stronghold:just what they wanted.A general tech for a civ which is good at almost anything.
Great Wall:currently only useful for minor walling and BBt pushing.Not much is expected from a tech like that anyway.But good tech that adds good defensive capability to them.Maybe give castles some armor?
Chivalry:capital!At least 2nd tier in post imp with trade and much etter in trashwars and on arena.The Franks are back for the first time since aoc.
Marauders:hopefully the scout sized tarkan's power will be realized.Also adds the possibility of creating the fastest trained cavalry from 20% faster stables.Cool and not OP.Just what they needed considering they don't have an imp age UT
Yasama:more of a Korean flavour to this one.But good nonetheless.But would have preferred using this tech to improve their CAs and moving this tech to their archery as bloodlines gives them near FU LC with FU skirms and halbs that cut down FU cavaliers.
Panokseon:turtles shouldn't require a castle to build.Technically a naval civ should not be crippled in their dock until they build a castle.To make this tech and the hulking monsters they power used,disable the castle requirement and enable it in the dock.
Talotani:just what the doctor ordered
Nomads]:just what they want and more than they need.But will probably be massing mangs to notice.Perfect!
Boiling Oil[/u]:good for helping their arena castle age and good anywhere else for defending.And makes use of the by-products of creating war-elephant food!
Madrassah:civ was doomed in the first place but they don't have the eco even with superior maarket to pull off a castledrop+smush to make use of this.Please give them something else(though I don't know what).
Inqusition:I think its best to leave monks to their own devices since this enables them to convert turtles,eles and other expensive stuff quicker.Just improve their missionaries and give them some useful without frustratingly OP tech.
Ironclad:makes them masters of post imp+trade.I suggest slightly nerfing the amount of armor and instead enabling them to garrison more troops in rams so they can move their Tectonic Plates.........errr Teutonic Knights quickly.
Sipahi:as is with Turks,if they have gold,they can pull this off and will be undoubtedly powerful.But IMO concentrating on CAs-which can be microed out of danger is a good way for the Turks to have chance in 1v1 and save gold(both are virtually the same).
Chieftans:just what they need.But the problem is only hald fixed(from completely broken btw).All they need are something vs imp age siege and they deserve it since they've been nerfed considerably.
Andean sling:very good for the counter civ-civ and undoubtedly useful against swordsmen which opress their eagles.
Couriers:Makes the good for raiding and very better vs archers,siege and ranged meele.A counter-bendinf tech for their EEWs.Fantastic.
Sultans:useful but would have been a hell of a lot more useful if you could research it in your TC.It'll encourage them to make CAs in castle age and collect relics in arena.But I don't understand the name.
Shatagni:weakens HCs since they take longer to load if they miss.Chane it to +! range and +10-15% accuracy.
Pavise:good for their UU but considering cost,it would be great if it gave 1 extra meele armor.Keep in mind they can't counter cavalry without castles.
Silk Roadne of the best ones out there.And considering trade carts' long creation time,makes it worth the resources and wait since they die so easily.
Mercenaries[/u]:good and absolutely worth it but it should enable maghusz to be created from stables as well.
Re-curve Bow]:good tech with synchronisation to the Magyars mounted army theme.
Orthodoxy:needs to be enabled at the monastery or fully useless otherwise.
Druzhina:good tech but won't have enough food for infantry after researching this and some imp-age necessities(crop rotation,plate armor,blast furnace,2hserd,champ etc).Would have been worth it if cost is reduced and is available in barracks.Maybe 800F,850G?
What's everyones elses' opinion?
Atlatl:small tech to make up for Aztecs lacking ring archer armor.Quite a needed boost as well since their post castle archer weakness is high.
Warwolf:never found any use for it.Probably never will.Although moving Yeomen to castle was a good idea,IMO,Warwolf collides too much with the other British units and army principle.The army of the Britons(both historically and in-game)has leaned more towards light,cost effective units that do mediocre damage rather than bulky and heavy units like palas and siege that hit like trucks.The nature of the imp-age British army-easy to kill soldiers but nigh-impossible to defeat(with certain civs) army composition and combinations.Trebs are slow in firing,setting up,moving,firing and repacking.And just a few l-bowmen or halbs killed will more or less kill the 200G trebs that take up so much castle time to create standing behind them.Not useful against Goths either who'll tear down the castles with huskarls.IMO,change this entirely and give them a hussar based UT instead.
Greek Fire:Good as long as you can somehow hold water until you build a castle.But not very useful on your average Baltic/Team islands and such.Would have been much better if you could research it earlier-in TC or dock perhaps.+1 range also enables them to hit fleeing galleys better.
Stronghold:just what they wanted.A general tech for a civ which is good at almost anything.
Great Wall:currently only useful for minor walling and BBt pushing.Not much is expected from a tech like that anyway.But good tech that adds good defensive capability to them.Maybe give castles some armor?
Chivalry:capital!At least 2nd tier in post imp with trade and much etter in trashwars and on arena.The Franks are back for the first time since aoc.
Marauders:hopefully the scout sized tarkan's power will be realized.Also adds the possibility of creating the fastest trained cavalry from 20% faster stables.Cool and not OP.Just what they needed considering they don't have an imp age UT
Yasama:more of a Korean flavour to this one.But good nonetheless.But would have preferred using this tech to improve their CAs and moving this tech to their archery as bloodlines gives them near FU LC with FU skirms and halbs that cut down FU cavaliers.
Panokseon:turtles shouldn't require a castle to build.Technically a naval civ should not be crippled in their dock until they build a castle.To make this tech and the hulking monsters they power used,disable the castle requirement and enable it in the dock.
Talotani:just what the doctor ordered
Nomads]:just what they want and more than they need.But will probably be massing mangs to notice.Perfect!
Boiling Oil[/u]:good for helping their arena castle age and good anywhere else for defending.And makes use of the by-products of creating war-elephant food!
Madrassah:civ was doomed in the first place but they don't have the eco even with superior maarket to pull off a castledrop+smush to make use of this.Please give them something else(though I don't know what).
Inqusition:I think its best to leave monks to their own devices since this enables them to convert turtles,eles and other expensive stuff quicker.Just improve their missionaries and give them some useful without frustratingly OP tech.
Ironclad:makes them masters of post imp+trade.I suggest slightly nerfing the amount of armor and instead enabling them to garrison more troops in rams so they can move their Tectonic Plates.........errr Teutonic Knights quickly.
Sipahi:as is with Turks,if they have gold,they can pull this off and will be undoubtedly powerful.But IMO concentrating on CAs-which can be microed out of danger is a good way for the Turks to have chance in 1v1 and save gold(both are virtually the same).
Chieftans:just what they need.But the problem is only hald fixed(from completely broken btw).All they need are something vs imp age siege and they deserve it since they've been nerfed considerably.
Andean sling:very good for the counter civ-civ and undoubtedly useful against swordsmen which opress their eagles.
Couriers:Makes the good for raiding and very better vs archers,siege and ranged meele.A counter-bendinf tech for their EEWs.Fantastic.
Sultans:useful but would have been a hell of a lot more useful if you could research it in your TC.It'll encourage them to make CAs in castle age and collect relics in arena.But I don't understand the name.
Shatagni:weakens HCs since they take longer to load if they miss.Chane it to +! range and +10-15% accuracy.
Pavise:good for their UU but considering cost,it would be great if it gave 1 extra meele armor.Keep in mind they can't counter cavalry without castles.
Silk Roadne of the best ones out there.And considering trade carts' long creation time,makes it worth the resources and wait since they die so easily.
Mercenaries[/u]:good and absolutely worth it but it should enable maghusz to be created from stables as well.
Re-curve Bow]:good tech with synchronisation to the Magyars mounted army theme.
Orthodoxy:needs to be enabled at the monastery or fully useless otherwise.
Druzhina:good tech but won't have enough food for infantry after researching this and some imp-age necessities(crop rotation,plate armor,blast furnace,2hserd,champ etc).Would have been worth it if cost is reduced and is available in barracks.Maybe 800F,850G?
What's everyones elses' opinion?