There is no doubt in Huns being OP, but I had been wondering what you guys consider the bonus that makes them overpowered the most.
My opinion:
I think that there is no way the game could be balanced at all with the housing bonus. It simplifies gameplay for the Hun player and just prevents him from ever getting housed at all. Hence, he is immune to a mistake that 17/18 civs can make. Going further, not needing houses saves lots of worker build and walk time and of course saves lumberjack time, too. The -100 wood are laughable, considering the ever-lasting nature of this bonus (unlike Chinese or Mayan starts).
Especially when rebuilding after having lost your base, the bonus shows it's overpowered face again, as you can just restart your eco from nothing and don't need to take up precious space behind your allies. Same applies for being on the defense on Arena.
Thinking about Chinese and how they have to pay more than what they get, wouldn't it be more fitting for the huns to start with 15 free housing room and having to build houses afterwards? That -100 starting wood would then be 90 wood for the 3 imaginary houses and a 10 extra wood for the fact that they start with them, just like Chinese pay 50W/F for starting with extra vills. (Considering the +5 pop from TC, they only even pay 50F 20W.)
The CA bonus is very strong, but wouldn't be nearly as game-deciding if the Huns wouldn't have their lighting fast and error-proof early game.
The stable bonus is great for scout rushing or going knights in a team game, one of the strongest team bonuses in the game in my opinion. (Obviously after those like Spanish)
The treb bonus is :lol: and can only seen in treb wars, if at all.
My opinion:
I think that there is no way the game could be balanced at all with the housing bonus. It simplifies gameplay for the Hun player and just prevents him from ever getting housed at all. Hence, he is immune to a mistake that 17/18 civs can make. Going further, not needing houses saves lots of worker build and walk time and of course saves lumberjack time, too. The -100 wood are laughable, considering the ever-lasting nature of this bonus (unlike Chinese or Mayan starts).
Especially when rebuilding after having lost your base, the bonus shows it's overpowered face again, as you can just restart your eco from nothing and don't need to take up precious space behind your allies. Same applies for being on the defense on Arena.
Thinking about Chinese and how they have to pay more than what they get, wouldn't it be more fitting for the huns to start with 15 free housing room and having to build houses afterwards? That -100 starting wood would then be 90 wood for the 3 imaginary houses and a 10 extra wood for the fact that they start with them, just like Chinese pay 50W/F for starting with extra vills. (Considering the +5 pop from TC, they only even pay 50F 20W.)
The CA bonus is very strong, but wouldn't be nearly as game-deciding if the Huns wouldn't have their lighting fast and error-proof early game.
The stable bonus is great for scout rushing or going knights in a team game, one of the strongest team bonuses in the game in my opinion. (Obviously after those like Spanish)
The treb bonus is :lol: and can only seen in treb wars, if at all.