What do you think about this -- Decrease colonial age up times by 10 sec for all wonders except agra Fort. This was done before in fan patch and it worked well.
Although I like 100w too. If it doesn't come coupled with sepoy nerf.
some have suggested to make india have fixed crates at start, not a buffed version, just their wood start. I think if you are going to change india, that might be a reasonable way of doing it.
Doesnt need fixed 400w.. 200f is only 4sec slower 100c though is 10-12 sec slower. (put one extra vill on age up. Would gather less than 100c if tasked to mine instead) Though 10/10 is only viable with 400w start.
Or maybe try this change like you did with russia last version. See if it makes the macro easy and stimulates people to try new builds and play India more..
I think that with karni builds India is fine. And you can always surprise your opponent with the agra rush or the consulate all-in, you just can't sepoy rush every game, which to me is totally fine
If any change is made, or at least tested, let it be fixed start. A wood start gives India the options it needs to be able to do things like karni etc without being massively behind like with a coin start.
India with slow karni (4v on wonder) can do w/e strat really, ranging from rush to super boomy naked FF. The key is to know when to research and when to skip the market techs. Market techs (2nd tier atleast) don't repay themselves before 9 min or so, imperial burocracy even later, so they only make sense with greedy builds. For timing etc. you already have 10% from karni and in case 5% from French cons. India ages up to colo with something like 19 vills (17v + trickle) which is already more than most of civs and on top of that you get 10% buff (eco theory) and 500 resources. You simply don't need to invest even more in eco as every card also gives one vill. At 10 min you end up with the equivalent of 40 vills not matter what build you do. Also with India it is a lot about buying time attacking the opponent when you know he doesn't have many units (vs semi FF). Another thing is to exploit the variety of units to produce the exact one that counter what the opponent have at the moment. Aside from rushes, most of times players just sit in base and mass gurka zamb for the long run which is not challenging at all for the opponent.
There are atleast 3-4 good builds you can do with karni (excluding rushes) that involve karni wonder, 600w and 300exp. I wish I could play games and get recs but have no time atm.
I feel like the last XX pages are about the exact same thing and different opinions are just repeated over and over again by the same people, and it looks like it has to be so since no one really cares from the modding team. Maybe state how you concern these ideas and in what stage you're in with the balance changes? ツ
Well its a hard one tbh. India to me kinda feels like there is some way or build order hidden somewhere in that civ that can make it viable somehow. They don't feel as hopeless as sioux does and don't perform that poorly really. It makes me wonder if they're weak enough to change them really.
Jerom wrote:Well its a hard one tbh. India to me kinda feels like there is some way or build order hidden somewhere in that civ that can make it viable somehow. They don't feel as hopeless as sioux does and don't perform that poorly really. It makes me wonder if they're weak enough to change them really.
They do have other decent BOs, like Garja's Karni stuff or TP start stuff. The problem is they're only really viable on 400w start, and you're kinda forced to agra to make up for being 20ish seconds slower on any other start (especially coin). Therefore you can't really rely on them.
I have no friends. You cant get 10k posts if you do. Besides I do not really care enough about india, they're loads of fun to play and have always felt pretty competitive to me. Interestingly enough I never really get the vibes that I lost because of civ when I play india.