Making the royal guard units having 10% better stats while costing 10% more in colonial

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Re: Making the royal guard units having 10% better stats while costing 10% more in colonial

Post by S_I_D_aoe3 »

Kaiserklein wrote:
thebritish wrote:
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After the first 40 minutes it wont matter, but it matters from the start when you can make plantantion which has 1.5x better gather rate than rice paddies

Yeah you're gonna make plantations at start for sure. That's early game stuff.
Btw rice paddies and plantations gather at the same rate, because vils walk on plantations and not on rice paddies

I always send advanced plantations for age 2 plantation. Idk how I could've gotten to 1st lieu without it. Less walking time so they don't have to go mines. Easier labor for the vills too, instead of swing a pick at rock they can pick cotton. Seems like a reasonable thing to do. Bc def don't want the vill happiness to drop below 50% or you could have a riot on your hands. Always have to think about the villagers. Am3ricanCa3sar gave me these tips, been using them ever since.
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Re: Making the royal guard units having 10% better stats while costing 10% more in colonial

Post by Kaiserklein »

Mimsy for President wrote:
benj89 wrote:in garja's and gs mind the meta changes every semester, and in diarouga's one it changes *after every loss.
:mrgreen:

Pretty much yes. Fun to see how a civ can become OP in 3 days while nothing effectively changed. It's handy to hide behind the meta

S_I_D_aoe3 wrote:I always send advanced plantations for age 2 plantation. Idk how I could've gotten to 1st lieu without it. Less walking time so they don't have to go mines. Easier labor for the vills too, instead of swing a pick at rock they can pick cotton. Seems like a reasonable thing to do. Bc def don't want the vill happiness to drop below 50% or you could have a riot on your hands. Always have to think about the villagers. Am3ricanCa3sar gave me these tips, been using them ever since.


Fair enough, I'll try this asap. Did you try to send land grab as well ? It will make your plantations even cheaper, only 232 wood :O !!!! Then you just have to send the age 1 and 2 plantation upgrades, and age up for both age 3 cards, and then according to Cocaine's guide, after only 30 min of gathering on 6 plantations you will have earned 185 GOLD !!!!!!!!!!!!!!!!!
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Re: Making the royal guard units having 10% better stats while costing 10% more in colonial

Post by Garja »

Actually to me the meta didn't change since like 2011 or so. It's just that people cycle through the various possibilities over time and that creates trends.
Also the EP has a bit different meta mostly because of maps.
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Re: Making the royal guard units having 10% better stats while costing 10% more in colonial

Post by Papist »

Garja wrote:Actually to me the meta didn't change since like 2011 or so. It's just that people cycle through the various possibilities over time and that creates trends.
Also the EP has a bit different meta mostly because of maps.


I think one of the biggest accomplishments was that it showed people how good TPs are, whether on or off the FP. Even if they are a bit too good, they are another interesting aspect of the game that was not getting enough attention until recently.
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Re: Making the royal guard units having 10% better stats while costing 10% more in colonial

Post by britishmusketeer »

The reason people are building more tps is because of the better maps though. Try building an early 2tps on patagonia/ozarks/araucaina ect when you have no hunt and you will just lose.
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Re: Making the royal guard units having 10% better stats while costing 10% more in colonial

Post by Garja »

Ye, in general adaptation toward greedy play is because the map gives you perfect starting resources.
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Re: Making the royal guard units having 10% better stats while costing 10% more in colonial

Post by KINGofOsmane »

garja <3
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Re: Making the royal guard units having 10% better stats while costing 10% more in colonial

Post by thebritish »

Is there a chance that royal guard units will get +10% attack, +10% hitpoints and to cost 10% more resources, so they can be unigue compared to all other civs?
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Re: Making the royal guard units having 10% better stats while costing 10% more in colonial

Post by britishmusketeer »

thebritish wrote:Is there a chance that royal guard units will get +10% attack, +10% hitpoints and to cost 10% more resources, so they can be unigue compared to all other civs?

nope
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Re: Making the royal guard units having 10% better stats while costing 10% more in colonial

Post by thebritish »

britishmusketeer wrote:
thebritish wrote:Is there a chance that royal guard units will get +10% attack, +10% hitpoints and to cost 10% more resources, so they can be unigue compared to all other civs?

nope

you are Howdah, not ESOC balance team member..

Still waiting for response tho...
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Re: Making the royal guard units having 10% better stats while costing 10% more in colonial

Post by Mimsy for President »

If you think 1 EP team member can give you a definitive response on something that has to be decided collectively, you're completely mistaken son.
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Re: Making the royal guard units having 10% better stats while costing 10% more in colonial

Post by Papist »

thebritish wrote:Is there a chance that royal guard units will get +10% attack, +10% hitpoints and to cost 10% more resources, so they can be unigue compared to all other civs?


Give it up dude - nobody wants to buff Brits except you.
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Re: Making the royal guard units having 10% better stats while costing 10% more in colonial

Post by thebritish »

Papist wrote:
thebritish wrote:Is there a chance that royal guard units will get +10% attack, +10% hitpoints and to cost 10% more resources, so they can be unigue compared to all other civs?


Give it up dude - nobody wants to buff Brits except you.

#never #surrender
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Re: Making the royal guard units having 10% better stats while costing 10% more in colonial

Post by KINGofOsmane »

thebritish wrote:
Papist wrote:
thebritish wrote:Is there a chance that royal guard units will get +10% attack, +10% hitpoints and to cost 10% more resources, so they can be unigue compared to all other civs?


Give it up dude - nobody wants to buff Brits except you.

#never #surrender

add thebritish to balance team hes pr50
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Re: Making the royal guard units having 10% better stats while costing 10% more in colonial

Post by Papist »

thebritish wrote:
Papist wrote:
thebritish wrote:Is there a chance that royal guard units will get +10% attack, +10% hitpoints and to cost 10% more resources, so they can be unigue compared to all other civs?


Give it up dude - nobody wants to buff Brits except you.

#never #surrender


I'm not sure you understand exactly how hashtags work.
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Re: Making the royal guard units having 10% better stats while costing 10% more in colonial

Post by thebritish »

Papist wrote:
thebritish wrote:
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#never #surrender


I'm not sure you understand exactly how hashtags work.

I have created my own hashtag rules...
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Re: Making the royal guard units having 10% better stats while costing 10% more in colonial

Post by iCourt »

Your design concepts are there... Your execution on how you present your ideas could use some work. Also need to realize when it's an idea no one is in favor of and move on.
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Re: Making the royal guard units having 10% better stats while costing 10% more in colonial

Post by thebritish »

iCourt wrote:Your design concepts are there... Your execution on how you present your ideas could use some work. Also need to realize when it's an idea no one is in favor of and move on.

The way how i present my ideas arent the real problem.
-The real problem is that players dont wanna listen to what i have to suggest about the balance... (like they know everything about this game)
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Re: Making the royal guard units having 10% better stats while costing 10% more in colonial

Post by zoom »

thebritish wrote:
iCourt wrote:Your design concepts are there... Your execution on how you present your ideas could use some work. Also need to realize when it's an idea no one is in favor of and move on.

The way how i present my ideas arent the real problem.
-The real problem is that players dont wanna listen to what i have to suggest about the balance... (like they know everything about this game)

I see lots of people not only listening and reading, but taking time out to make constructive replies to your ideas. I also see lots of people disagreeing with them.

Basically what seems to be happening here is people are listening but disagreeing with you. Because of this you then ignore that they are listening to you and claim that they aren't.
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Re: Making the royal guard units having 10% better stats while costing 10% more in colonial

Post by zoom »

Papist wrote:
thebritish wrote:Thats fair because:
-you have more eco cards for plantantions than asian civs.
-you gather faster from plantations than asian rice paddies
-rice paddies costing less is Asian uniqueness (you cant destroy that and you should not just because you play only euro civs who suck)

1. No, they have the same number of upgrades. Asian civs actually have an advantage, because paddy upgrades boost both food and gold in one card.

2. No you don't. Not sure where you got this idea from.

3. Its stupid that some civs have to pay double what Asian civs have to pay for a coin building, even more so when you realize Asian civs can switch it to food and back. I also never said it should be 400, I said it should be 600.

1. No they don't. Japanese have some extra cards that give a minor increase to both and ship a Paddy Rickshaw.
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Re: Making the royal guard units having 10% better stats while costing 10% more in colonial

Post by Papist »

thebritish wrote:
iCourt wrote:Your design concepts are there... Your execution on how you present your ideas could use some work. Also need to realize when it's an idea no one is in favor of and move on.

The way how i present my ideas arent the real problem.
-The real problem is that players dont wanna listen to what i have to suggest about the balance... (like they know everything about this game)


The real problem is that when people reject or disprove your ideas, you can't just accept it and move on. You have to stay, argue, and piss off people who know a lot more about this game then you ever will.
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Re: Making the royal guard units having 10% better stats while costing 10% more in colonial

Post by thebritish »

Papist wrote:
thebritish wrote:
iCourt wrote:Your design concepts are there... Your execution on how you present your ideas could use some work. Also need to realize when it's an idea no one is in favor of and move on.

The way how i present my ideas arent the real problem.
-The real problem is that players dont wanna listen to what i have to suggest about the balance... (like they know everything about this game)


The real problem is that when people reject or disprove your ideas, you can't just accept it and move on. You have to stay, argue, and piss off people who know a lot more about this game then you ever will.

you definitely dont know more than me about this game....
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Re: Making the royal guard units having 10% better stats while costing 10% more in colonial

Post by iCourt »

No one cares how much you know about the game if you're acting like an ass when posting. Just tone it back a little. You'll find that helps in life.
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Re: Making the royal guard units having 10% better stats while costing 10% more in colonial

Post by thebritish »

iCourt wrote:No one cares how much you know about the game if you're acting like an ass when posting. Just tone it back a little. You'll find that helps in life.

They care and constantly use that as a reason as to why the suggestion is bad, not providing the real reason why the suggestion is actually bad
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