Hazza54321 wrote:@Zhanson10 should i ship 5 rajputs or 5 sepoy first? And should i just gather food and wood for army cos vills are wasted pop space right?
Unless you're Eaglemut, ship sepoy first
Hazza54321 wrote:@Zhanson10 should i ship 5 rajputs or 5 sepoy first? And should i just gather food and wood for army cos vills are wasted pop space right?
It's interesting, the wai you conveniently ignore all the disadvantages of the civiliation.Zhanson10 wrote:1. Sepoys are stupid good. Too strong for their cost. Especially because it's an age 2 unit, which leads to the second point.
2. India is the only civ that has all unit types in age 2. How is it balanced when a civ has goons and skirms in the second age?
3. Zambs and sowars are virtually indentical. For someone who uses control groups, this makes it easy to control the units. However, India's opponent must somehow target the skirms on the zambs and goons on the sowars, even though it is nearly impossible to do so when armies are clumped together and the two different unit types look identical.
4. Urumi are broken units with no counter. Aren't skirms supposed to counter infantry? Not if it's Urumi. Aren't musks supposed to to pretty well vs hand infantry? LOL have fun with that!
5. India doesn't have to shell out 800w for plantations. It can spend 400 wood for what is both a mill and a plantation all in one. It's incredibly lame!
6. India artillery elephants are not hard countered by culverins. Siege elephants can fuck up every civ's buildings and artillery and ships, unless those civs have enough goons and skirms to dps the siege ele. Which is incredibly difficult if india has an army to protect their elephants.
7. Like other Asian civs, India has a consulate and can train industrial units in age 2. WHY does india need redcoats in addition to all their other bonuses? Surely having 2 tanky scouts, a big powerful fb, and all the other lame advantages i mentioned would be enough. But no, India is a weak civ, youre right. Calling it top tier is clearly laughable.
hahahahaha
Hazza54321 wrote:@Zhanson10 should i ship 5 rajputs or 5 sepoy first? And should i just gather food and wood for army cos vills are wasted pop space right?
zoom wrote:It's interesting, the wai you conveniently ignore all the disadvantages of the civiliation.Zhanson10 wrote:1. Sepoys are stupid good. Too strong for their cost. Especially because it's an age 2 unit, which leads to the second point.
2. India is the only civ that has all unit types in age 2. How is it balanced when a civ has goons and skirms in the second age?
3. Zambs and sowars are virtually indentical. For someone who uses control groups, this makes it easy to control the units. However, India's opponent must somehow target the skirms on the zambs and goons on the sowars, even though it is nearly impossible to do so when armies are clumped together and the two different unit types look identical.
4. Urumi are broken units with no counter. Aren't skirms supposed to counter infantry? Not if it's Urumi. Aren't musks supposed to to pretty well vs hand infantry? LOL have fun with that!
5. India doesn't have to shell out 800w for plantations. It can spend 400 wood for what is both a mill and a plantation all in one. It's incredibly lame!
6. India artillery elephants are not hard countered by culverins. Siege elephants can fuck up every civ's buildings and artillery and ships, unless those civs have enough goons and skirms to dps the siege ele. Which is incredibly difficult if india has an army to protect their elephants.
7. Like other Asian civs, India has a consulate and can train industrial units in age 2. WHY does india need redcoats in addition to all their other bonuses? Surely having 2 tanky scouts, a big powerful fb, and all the other lame advantages i mentioned would be enough. But no, India is a weak civ, youre right. Calling it top tier is clearly laughable.
hahahahaha
Zhanson10 wrote:zoom wrote:It's interesting, the wai you conveniently ignore all the disadvantages of the civiliation.Zhanson10 wrote:1. Sepoys are stupid good. Too strong for their cost. Especially because it's an age 2 unit, which leads to the second point.
2. India is the only civ that has all unit types in age 2. How is it balanced when a civ has goons and skirms in the second age?
3. Zambs and sowars are virtually indentical. For someone who uses control groups, this makes it easy to control the units. However, India's opponent must somehow target the skirms on the zambs and goons on the sowars, even though it is nearly impossible to do so when armies are clumped together and the two different unit types look identical.
4. Urumi are broken units with no counter. Aren't skirms supposed to counter infantry? Not if it's Urumi. Aren't musks supposed to to pretty well vs hand infantry? LOL have fun with that!
5. India doesn't have to shell out 800w for plantations. It can spend 400 wood for what is both a mill and a plantation all in one. It's incredibly lame!
6. India artillery elephants are not hard countered by culverins. Siege elephants can fuck up every civ's buildings and artillery and ships, unless those civs have enough goons and skirms to dps the siege ele. Which is incredibly difficult if india has an army to protect their elephants.
7. Like other Asian civs, India has a consulate and can train industrial units in age 2. WHY does india need redcoats in addition to all their other bonuses? Surely having 2 tanky scouts, a big powerful fb, and all the other lame advantages i mentioned would be enough. But no, India is a weak civ, youre right. Calling it top tier is clearly laughable.
hahahahaha
They don't. Other than slightly weaker hand cav than other civs, which can be upgraded to be quite strong however, and slightly slower age timing, which can be optionally sped up as well, India has no disadvantages compared to other civs.
Googol wrote:May i main ka runga your lakar hara ?
Googol wrote:May i main ka runga your lakar hara ?
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