The mahout buff I proposed would be good because artillery are too big to be damaged much in splash. and it takes a mahout way too long to kill art, but cav is supposed to be an effective counter, but its not. you can try putting howdas in melee in a pinch but its just bad to do that.
urumis are already good. I think it is you that underestimate how good they could be. 750 food for 9 of them makes them indias cheapest unit (not counting card value) and one of most potent killers. if you are opposed to the use of the card why not make them trainable and add a coin cost to them. like 90f, 90 coin.
are you talking about changing the consulate bonuses as they are? or adding a new secondary bonus? Cause changing ports building cost is really going to change indias boom a lot. and then is 2= range to art worth trading 10% hp for brit? i dont think so. Chalemagen says you yous want to keep the uniqueness of the civ but I see these proposed changes as doing the opposite of that. While incorporating the urumi would seek to keep that uniqueness. I would keep consulate changes simple. like remove cav, reduce cost 30%. faster switching is cool, but its still cost 100 export to change civs so its not like its going to be economical to change to brits and back to other nations for better cannon a whole lot. I think trying to buff india with better euro units from consulate is not making india unique but gimmicky.
Gichtenlord wrote:howlingwolfpaw wrote:yep exactly. thats why I have advocated for faster train time for elephants and possibly tiger.
[bi think the issue is for infantry. Not cav nor tigers. With perfect macro you would always queue one tiger on each explorer.[/b]
not sure what can be done with mahout pathing. I would suggest giving them a 1 range to siege to see if that helps with the glitch of them not besieging when too close to other units. Elephants can either be really good or really bad so I am ok where the rest of the stats are. i think mahouts are inefficient at killing art though as fast as 5-6 pop of cav go . they just require a lot of micro.
mahouts are not really supposed to to much damage vs single units, but be useful vs a group of units due to splash.
urumi help mahouts synergistically creating a very deadly melee wall when tigers are added too. some of the best out there. they are good units and very unique to the civ as a light infantry that actually counters what is supposed to counter it. in large groups they can actually kill armies faster than artillery can and are indias method of dealing with infantry. to make up or their awful artillery.
Im afraid that urumis will not be as good as you might think. First, dont forget that you will skip a 1,3k wood card, have to pay for urumis and block some pop of you until they arrive. They have to be super eficient to compensate it
maybe change consulate armies so they are cheaper but only train cannons instead of adding cav
I had this idea to change consulate to something similar like firepit. You can cancel a fraction and join a new fraction in a second and each of these fractions (ger, port, russia,...etc.) have a new bonus.
Lets say port gives you +0.5x multiplier vs heavy inf for your skirms and brit 2 more range for your cannons (just out of my mind now).
Each fraction also gets stronger more unique shipments which are also cheaper or easier than now to acquire. Like long range morts from port, lbs/rockets from brits.
This is judt an idea and mostly just brainstormed, but Id really like it for tad civs, since they lack a solid gameplay mechanic
I dunno what else could we do? put a gatlin gun on top of the flail elephant? lol j/k