So, a lot of stuff has been said about how to make teutons viable again. Most of us agree on two things: They're boring, and TK are to slow to be useful. At the same time, some of their bonuses seems useless. So, after thinking, about it, came with this wacky amout of ideas, that gives them a make over, and keep their identity at the same time. First, let's take a look at the bonuses they have, currently:
Civilization bonuses
Monks have double healing range.
Towers garrison twice as many units.
Murder Holes and Herbal Medicine are free.
Farms are 40% cheaper.
Barracks units receive +1/+0 armor once the Castle Age is reached.
Town Centers can garrison +10 units.
Team bonus: Units resist conversion.
Unique units
Teutonic Knight (heavily armored and powerful but slow infantry)
Unique technologies
Ironclad (siege weapons +4 armor)
Crenellations (Castles +3 range; garrisoned infantry fires arrows)
So, let's start
Free murder holes are gone. Sometimes murder holes it's useful, but all in all we can get rid of it. Towers no longer garrison twice as much units. They're enough and betters civs to go for a tower rush. Insted of that, we gonna give them something that may seem useless at first, but will sinergize good with our final idea: Siege Tower garrison twice as many units, and cost no gold.
Next, we gonna get rid of free herbal medicine (who would think about it ?), and instead , gonna give another bonus to the siege tower: Units garrison in siege units regenerate (rate similar to a regular tower). This is affected by herbal medicine.
Next, we give TK a speed boost: +5% per relic colected (max 3 relics) OR being affected by fervor (I preffer thefirst option tought)
Last, Crenellations affects siege towers.
So, this would by the result:
Civilization bonuses
Monks have double healing range.
Siege towers garrison twice as many units, and cost no gold.
Units garrison in siege units regenerate.
Farms are 40% cheaper.
Barracks units receive +1/+0 armor once the Castle Age is reached.
Town Centers can garrison +10 units.
Team bonus: Units resist conversion.
Unique units
Teutonic Knight (heavily armored and powerful but slow infantry, that gains speed by colecting relics)
Unique technologies
Ironclad (siege weapons +4 armor)
Crenellations (Castles +3 range; infantry garrisoned in Castles, Towers and siege towers fires arrows)
What's the final result: now the teutons can rely on siege towers to move their slow units. At the same time, siege towers have more armor (due to Ironclad), and can deal with archers (ST shouldn' tdo that much damage, but it will help Teutons lack of responses agains archers). At the same time, TK could defend ST from melee attacks. Also, TK gets faster, but not That much, just fast enough for being viable.
So, what doyou think? I now I'm changing a LOT of stuff, but let's be honets, Teutons have a lot of bonuses because they keep adding thinks cause noone knows what to do about them.
Civilization bonuses
Monks have double healing range.
Towers garrison twice as many units.
Murder Holes and Herbal Medicine are free.
Farms are 40% cheaper.
Barracks units receive +1/+0 armor once the Castle Age is reached.
Town Centers can garrison +10 units.
Team bonus: Units resist conversion.
Unique units
Teutonic Knight (heavily armored and powerful but slow infantry)
Unique technologies
Ironclad (siege weapons +4 armor)
Crenellations (Castles +3 range; garrisoned infantry fires arrows)
So, let's start
Free murder holes are gone. Sometimes murder holes it's useful, but all in all we can get rid of it. Towers no longer garrison twice as much units. They're enough and betters civs to go for a tower rush. Insted of that, we gonna give them something that may seem useless at first, but will sinergize good with our final idea: Siege Tower garrison twice as many units, and cost no gold.
Next, we gonna get rid of free herbal medicine (who would think about it ?), and instead , gonna give another bonus to the siege tower: Units garrison in siege units regenerate (rate similar to a regular tower). This is affected by herbal medicine.
Next, we give TK a speed boost: +5% per relic colected (max 3 relics) OR being affected by fervor (I preffer thefirst option tought)
Last, Crenellations affects siege towers.
So, this would by the result:
Civilization bonuses
Monks have double healing range.
Siege towers garrison twice as many units, and cost no gold.
Units garrison in siege units regenerate.
Farms are 40% cheaper.
Barracks units receive +1/+0 armor once the Castle Age is reached.
Town Centers can garrison +10 units.
Team bonus: Units resist conversion.
Unique units
Teutonic Knight (heavily armored and powerful but slow infantry, that gains speed by colecting relics)
Unique technologies
Ironclad (siege weapons +4 armor)
Crenellations (Castles +3 range; infantry garrisoned in Castles, Towers and siege towers fires arrows)
What's the final result: now the teutons can rely on siege towers to move their slow units. At the same time, siege towers have more armor (due to Ironclad), and can deal with archers (ST shouldn' tdo that much damage, but it will help Teutons lack of responses agains archers). At the same time, TK could defend ST from melee attacks. Also, TK gets faster, but not That much, just fast enough for being viable.
So, what doyou think? I now I'm changing a LOT of stuff, but let's be honets, Teutons have a lot of bonuses because they keep adding thinks cause noone knows what to do about them.