Hi long time lurker around here but I just wanted to throw an idea that I have had about Native Tps, which are rarely used in games besides Nootka rushes as I can see them.
Since they are effectively resource drains for the player, how about we give them a small Xp trickle to compensate, like how otto mosque gives an xp trickle. Since I want all TPs to remain the same and not be differentiated, what I suggest is to make all TPs have the same xp trickle, but then adjust the amount of xp it gets at every pass to make it the same as before. The end result should be that the native TP gives less xp then a resource TP. This would also make ATP strat on a non resource TP map potentially not a dead investment as well and when you have both, ATP still gives you a benefit even after all the resource TP have been taken.
The difference is one is aizamk's post from August and the other yemshi's post. Opinions can change from day to day sir and plus that's aiz one simply doesn't disagree with him.
As for nats being viable I don't see any real points from either parties here. Would love to see more nat play and strategies on how to use nats/which ones to use. Not very experienced at using them myself other than the normal made 10 nootkas burned a building stuff. Makes me sad especially since there's a lot of nice techs on a lot of the nat tps too
In some build orders it's more efficient to buy resources at the market than it is to gather those resources. That gave me an idea: What if having a trading post improved the efficiency of buying and selling resources at the market? Native TPs could have some extra functionality by giving them an even bigger boost to your ability to buy wood efficiently. I think it'd be a neat feature, but its usefulness is questionable.
Amsel_ wrote:In some build orders it's more efficient to buy resources at the market than it is to gather those resources. That gave me an idea: What if having a trading post improved the efficiency of buying and selling resources at the market? Native TPs could have some extra functionality by giving them an even bigger boost to your ability to buy wood efficiently. I think it'd be a neat feature, but its usefulness is questionable.
u hv advanced market or what ever is the name change sell and buy factor in your favor
That's the name of the card, yes. But he probably doesn't intend to send it. Buying wood with coin is already so effective that you simply have to do until a certain point: for the first 300w you buy you even GAIN resources. Up until 600w in total or so you should/can trade. If you intend to need more wood gather or ship it.
Amsel_ wrote:In some build orders it's more efficient to buy resources at the market than it is to gather those resources. That gave me an idea: What if having a trading post improved the efficiency of buying and selling resources at the market? Native TPs could have some extra functionality by giving them an even bigger boost to your ability to buy wood efficiently. I think it'd be a neat feature, but its usefulness is questionable.
Trading posts don't need more functions. If anything, we could look into the HC cards for natives.
[Some people aspire to be pr30+, some people aspire to have fun, and some people aspire to play 3v3 Deccan.] - vividlyplain - 2019Who (nationality) rape ?
stupid logic. noob players can say op?
toxic, Insult, Racism ?
yemshi wrote:That's the name of the card, yes. But he probably doesn't intend to send it. Buying wood with coin is already so effective that you simply have to do until a certain point: for the first 300w you buy you even GAIN resources. Up until 600w in total or so you should/can trade. If you intend to need more wood gather or ship it.
It's not that efficient. With a standard euro civ, you often have gang saw and placer mines, so you probably around 5-10 VS when buying wood compared to chopping it. You also don't need to move your vils from coin to wood to do that so it's another couple VS saved. But at the end of the day, it also depletes your coin mines. If you buy 600w as you mentioned, it's gonna cost 750g+ of your gold. That can be dangerous for a lot of civs
LoOk_tOm wrote:I have something in particular against Kaisar (GERMANY NOOB mercenary LAMME FOREVER) And the other people (noobs) like suck kaiser ... just this ..
Move bastion to age 3. Nerf its effect to bring walls somewhere around 5k hp or something, and reduce its cost. Add an imperial walls upgrade for super late game and team to bring them to the current 7500 hp or whatever. Cause idk why you would need only one upgrade, available in colo, to get an extra 400% hp to your walls...
LoOk_tOm wrote:I have something in particular against Kaisar (GERMANY NOOB mercenary LAMME FOREVER) And the other people (noobs) like suck kaiser ... just this ..
– Monitor cost decreased to 600 wood and 200 coin (down from 800 wood and 200 coin); Long-range Attack ability range decreased to 70 (down from 100) and increased cooldown time to 1 minute 30 seconds (up from 1 minute).
It's either that, or RE Monitors that can't attack units. IDK which is preferable.