Doesnt work. 400 ress to make a ram is already more delay than the walled player can hope for.. And its a bad idea in general because its non-sensical :D Siege is part of castle age.
making rams might sound nice, but the other consequence is that the fc waller sim city players can just make siegeshops on the way to castle and get scorps/mangonels that much faster
i'm not saying it's a good or bad idea. just that it's possible that the result might be the opposite of the original desire
I just give m@a more damage against buildings, or like someone suggested, move arson to feudal age. That way you also buff militia line. It's seems simpler and more effective
Palisade should only have 25-100 hp. Bro is just a palisade. Any able-bodies soldier can climb, or even walk over it. Why should it take so much to take down?
No its like: Dark Age = mainly not walled, Feudal = mainly pallisade Walled, Castle = mainly stone walled.
So: Pallisades stop Militias => M@a counter Pallisades => Towers and Stone Walls counter M@a => Siege counter those above. You should be able to stone wall in feudal partially and to errect some outposts with arrows, but Siege which razes walls and buildings of any kind except castles should be castle age to counter fully fortified bases.
I dont think you should jump the integral of feudal infantry of breaching walls for you by making the expensive sophistication available at that time where they wanna shine. Give m@a like +2 attack versus pallisade; and +1 versus buildings and +2 additional attack vs pallisades with feudal arson for half the price of the castle arson. Right now, for 3 m@a to take down a pallisade they need 14 hits = 28 seconds. That is enough for a vill to go to the wall and start repairing with a speed that overcompensates the damage output of those. With 8 damage per hit against pallisades this would be 22 seconds instead and with feudal arson it would be 16 seconds.
Currently a vill needs 20 seconds to fully repair 250 HP, which is silly when 3 slow m@a that are meant to break in are standing there and need almost 30 seconds to raze it down. Or otherwise stated: It is currently 3x6 damage per hit (ergo per 2 seconds) while the vill repairs 25 HP in that time. So after 27 seconds when finally a vill is at the wall he can easily bring back the Pallisade to full HP in 70 seconds, takes another 27 seconds walk and then come back to repair again. With a second vill 25 seconds. That is basically part-time repairer contract.
With my change of +2 damage against pallisades as soon as you have m@a, the level of repair and damage are balanced, which means you need one vill constantly repairing to keep basically the level of HP the Pallisade had at the point the vill reached it. And when he is not fast enough to reach it in 22 seconds, well gotta call your boss. Which means when the vill is constantly repairing the stalemate can be broken from both sides either with an archer or a tower or with feudal arson to break down that wall whateever the one vill does. Or you need a second vill to repair, which can be countered by one additional m@a, which can be added from the getgo. It allows for a lot of decisions that can be made which is the most important thing in the game.
I like that solution much better than a general nerf of walls which just favours archers and scouts again and takes away the unique role the foot soldier has to play while the counterparts on the horse or with a bow cant do much to pull spaghettis off the ground.
Surely the biggest argument against SWs in Feudal Age for breaking walls is that we've seen from Cumans it's just not that worthwhile. People tried it as a bit of a cheese strat in early DE, but it's not become meta because it's really not a good Feudal investment.
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.