I started playing this expansion as soon as it came out, and while I am very impressed by the overall game, I would like to address some issues regarding a couple of unique technologies. I am creating this new thread rather than posting in the [AoFE] If you could add just one extra feature thread because Cysion has requested no civ change suggestions in that thread. Please understand I have very high respect for Cysion and his team for creating this awesome expansion. I simply believe the purpose of a unique tech should always be to provide a useful effect for the civilization, and would like to draw attention to some techs that I think could be altered to improve civilization performance.
Berserkergang: I must confess I was somewhat disappointed to see that this remains unchanged from AoC. While the effect is OK, it is extremely underwhelming, especially for a civilization that lacks a top-notch Imperial army. I was glad to see the addition of Chieftains to counter heavy cavalry, but the slow-moving Vikings are still very weak in the Imperial Age, especially against siege-heavy armies.
Solution: An idea I saw posted on AoK Heaven would be to have Berserkergang give Berserks an attack bonus vs. siege (in addition to the faster healing bonus).
Stronghold: I'm not exactly sure why this is even in there. Meaning no disrespect to Cysion, this tech is pretty much useless. The best conceivable use for it would be for a better trush, but obviously that is not an option. In theory it could improve a castle drop, but since the castle in that case is mainly employed to ward off enemy units (e.g., keep villagers away from resources) and produce UUs, the practical effect is negligible. It might do well as a civilization attribute, but as a UT it's just not worth the time and resources.
While I understand that the Celts are already a versatile civilization, I believe it is not difficult to think of ideas that are useful but not overpowered:
Kerns: Skirmishers +1 armor/pierce armor, fire 20% faster (15%?).
Gallowglass: Woad Raiders +2 attack (also +1 armor?). Like Chieftains, this would provide incentive to use a unit that people never bothered using in the Castle Age before.
Berserkergang: I must confess I was somewhat disappointed to see that this remains unchanged from AoC. While the effect is OK, it is extremely underwhelming, especially for a civilization that lacks a top-notch Imperial army. I was glad to see the addition of Chieftains to counter heavy cavalry, but the slow-moving Vikings are still very weak in the Imperial Age, especially against siege-heavy armies.
Solution: An idea I saw posted on AoK Heaven would be to have Berserkergang give Berserks an attack bonus vs. siege (in addition to the faster healing bonus).
Stronghold: I'm not exactly sure why this is even in there. Meaning no disrespect to Cysion, this tech is pretty much useless. The best conceivable use for it would be for a better trush, but obviously that is not an option. In theory it could improve a castle drop, but since the castle in that case is mainly employed to ward off enemy units (e.g., keep villagers away from resources) and produce UUs, the practical effect is negligible. It might do well as a civilization attribute, but as a UT it's just not worth the time and resources.
While I understand that the Celts are already a versatile civilization, I believe it is not difficult to think of ideas that are useful but not overpowered:
Kerns: Skirmishers +1 armor/pierce armor, fire 20% faster (15%?).
Gallowglass: Woad Raiders +2 attack (also +1 armor?). Like Chieftains, this would provide incentive to use a unit that people never bothered using in the Castle Age before.