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United States of America Darwin_
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07 Jan 2017, 02:56

Ports scale in colonial with eco, brits with eco and unit upgrades, and france doesnt scale too well, except for cav cards.
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Netherlands Jerom
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07 Jan 2017, 11:41

Meanwhile france can get 5 huss and 5 musks out, and steel traps, while ports struggles to get market upgrades plus 5 huss. This is a poor comparison.

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07 Jan 2017, 14:03

Jerom wrote:Meanwhile france can get 5 huss and 5 musks out, and steel traps, while ports struggles to get market upgrades plus 5 huss. This is a poor comparison.

Especially since you can't get that out as France either.
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07 Jan 2017, 14:44

yemshi wrote:
Jerom wrote:Meanwhile france can get 5 huss and 5 musks out, and steel traps, while ports struggles to get market upgrades plus 5 huss. This is a poor comparison.

Especially since you can't get that out as France either.

what about samwise build? isn't that about getting 5 huss, 5 musks and steel traps?
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07 Jan 2017, 14:48

Yes with a good crate start and slightly delayed batches you can. Yemshi is simply wrong.

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07 Jan 2017, 14:54

Jerom wrote:Yes with a good crate start and slightly delayed batches you can. Yemshi is simply wrong.

You can't get 5 huss 5 musk by 6 min(without insane tres or delaying st). You would have to delay till like 6:20 or so
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07 Jan 2017, 14:57

britishmusketeer wrote:
Jerom wrote:Yes with a good crate start and slightly delayed batches you can. Yemshi is simply wrong.

You can't get 5 huss 5 musk by 6 min(without insane tres). You would have to delay till like 6:20 or so


Samwise Colonial French Build
When the game starts, send 2 vills to crates and the rest to hunts.
Train CDB until you have 14, at which point you click up with the Quartermaster (400 wood).
Ship 3 CDB as your first card.
Gather the necessary resources for a house, market, and hunting dogs. Treasures are very useful to speed this up.
Age with 14vills using 400w at 3:00.While aging, gather enough for placer mines, then steel traps. (75f 75w, then 125w and 125c)
Ship 700w asap and drop a barrack and a stable with your 400w from aging.
When you hit up, send 2 vills to wood crates, 6 to coin, and 5 to food.
Queue 1 hussar at 5:20.
Queue 1 musketeer at 5:30.
Build houses with the 700w once it arrives. The houses should finish in time to queue 4 more hussar and muskets right before they finish training.
This will give you 5 musketeers and 5 hussars at 6 minutes.
This is a flexible strategy with good economic power and aggression.
The next card is 4 CDB.
Continue to make military units. Remember, this build is an aggressive build and we want to raid heavily against our opponent.
Additional cards in some order after 3v 700w 4v: 8crossbow, 3huss, 600w, 700c
General rule of thumb for card shipments is send villagers if you need resources in 5+ mins, crates if you need them in 1+ min, units if you need in 0 mins.


Is this build working?
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Great Britain britishmusketeer
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07 Jan 2017, 15:02

Akechi_Mitsuhide wrote:
britishmusketeer wrote:
Jerom wrote:Yes with a good crate start and slightly delayed batches you can. Yemshi is simply wrong.

You can't get 5 huss 5 musk by 6 min(without insane tres). You would have to delay till like 6:20 or so


Samwise Colonial French Build
When the game starts, send 2 vills to crates and the rest to hunts.
Train CDB until you have 14, at which point you click up with the Quartermaster (400 wood).
Ship 3 CDB as your first card.
Gather the necessary resources for a house, market, and hunting dogs. Treasures are very useful to speed this up.
Age with 14vills using 400w at 3:00.While aging, gather enough for placer mines, then steel traps. (75f 75w, then 125w and 125c)
Ship 700w asap and drop a barrack and a stable with your 400w from aging.
When you hit up, send 2 vills to wood crates, 6 to coin, and 5 to food.
Queue 1 hussar at 5:20.
Queue 1 musketeer at 5:30.
Build houses with the 700w once it arrives. The houses should finish in time to queue 4 more hussar and muskets right before they finish training.
This will give you 5 musketeers and 5 hussars at 6 minutes.
This is a flexible strategy with good economic power and aggression.
The next card is 4 CDB.
Continue to make military units. Remember, this build is an aggressive build and we want to raid heavily against our opponent.
Additional cards in some order after 3v 700w 4v: 8crossbow, 3huss, 600w, 700c
General rule of thumb for card shipments is send villagers if you need resources in 5+ mins, crates if you need them in 1+ min, units if you need in 0 mins.


Is this build working?
If it's a non tp map you can do that build but it doesn't get you 5 musks and 5 huss at 6 min unless you delay steel traps or get insane treasures.
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07 Jan 2017, 15:28

EP france can not get 5 and 5. RE france can get it somewhat consistently.
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07 Jan 2017, 21:08

Jerom wrote:Yes with a good crate start and slightly delayed batches you can. Yemshi is simply wrong.


you'll need good treasures for the 5/5....
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08 Jan 2017, 11:35

Port (atleast on ep) can get 5/5 at same time as fre with same market ups. You just gotta open with market or do idleless 13 ageup. And 700c first crate.
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08 Jan 2017, 12:59

britishmusketeer wrote:
Akechi_Mitsuhide wrote:
britishmusketeer wrote:
Jerom wrote:Yes with a good crate start and slightly delayed batches you can. Yemshi is simply wrong.

You can't get 5 huss 5 musk by 6 min(without insane tres). You would have to delay till like 6:20 or so


Samwise Colonial French Build
When the game starts, send 2 vills to crates and the rest to hunts.
Train CDB until you have 14, at which point you click up with the Quartermaster (400 wood).
Ship 3 CDB as your first card.
Gather the necessary resources for a house, market, and hunting dogs. Treasures are very useful to speed this up.
Age with 14vills using 400w at 3:00.While aging, gather enough for placer mines, then steel traps. (75f 75w, then 125w and 125c)
Ship 700w asap and drop a barrack and a stable with your 400w from aging.
When you hit up, send 2 vills to wood crates, 6 to coin, and 5 to food.
Queue 1 hussar at 5:20.
Queue 1 musketeer at 5:30.
Build houses with the 700w once it arrives. The houses should finish in time to queue 4 more hussar and muskets right before they finish training.
This will give you 5 musketeers and 5 hussars at 6 minutes.
This is a flexible strategy with good economic power and aggression.
The next card is 4 CDB.
Continue to make military units. Remember, this build is an aggressive build and we want to raid heavily against our opponent.
Additional cards in some order after 3v 700w 4v: 8crossbow, 3huss, 600w, 700c
General rule of thumb for card shipments is send villagers if you need resources in 5+ mins, crates if you need them in 1+ min, units if you need in 0 mins.


Is this build working?
If it's a non tp map you can do that build but it doesn't get you 5 musks and 5 huss at 6 min unless you delay steel traps or get insane treasures.


Aye, just did that strat vs. an AI, Managed to get 4 hussar and 3 musks out by 6:08 with 17 vills and 2/2 hunting upgrades and placer mines. (140f, 60f, 70 coin from treasures), 300f 200w start.

Second time: 6:12 got 5/5 with all 3 upgrades upgrades, 300f, 100w, 100c, start. Started aging like 3:10 due to bad hunts. 95 wood treasure, 60f, 50 coin.
Third: 6:10, 5/5, 3/3 upgrades, 300f, 100w, 100c start. 50 wood treasure, 70xp and 40 coin.
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08 Jan 2017, 13:53

Idk why u compare french and port eco early game. French has the best eco in the game at this point and ports one of the worst
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08 Jan 2017, 14:47

Hazza54321 wrote:Idk why u compare french and port eco early game. French has the best eco in the game at this point and ports one of the worst

People were comparing france and ports and saying ports was basically the same as france so thats why I gave this example. France's strength is very efficient build orders, port's is not at all efficient build orders (honestly everything feels slightly awkward as ports).

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10 Jan 2017, 20:01

umeu wrote:Port (atleast on ep) can get 5/5 at same time as fre with same market ups. You just gotta open with market or do idleless 13 ageup. And 700c first crate.

The thing was, I think, that you should do that with either CDBs or wood as your first shipment :hmm:
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11 Jan 2017, 15:07

Thats true, but france directyl increases their eco through shipments, while ports can ship crates specifically for unit production which are actually an indirect increase to their eco because they minimize tc idle time and maximize unit output.
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22 Jan 2017, 21:12

Ports feel so fake on EP rn. I played a game as russia vs. ports on RE and it actually felt like a real game. However, my opponent and myself noted how Colonial Militia is way too strong for ports. Ofc I was playing russia and CM is OP against russia, but I have felt this against other civs as well.

I know I posted some changes that I would like to see, but now that the Team is doing some beta testing I felt like I might say them anyway.

Changes:
- villager cost reverted to 100f
- +1 food crate
- cassador cost changed to 70f 45c (from 85f 35c), and ranged attack +1
- Colonial Militia card removed
- Genitours changed to +3 range +10% attack
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22 Jan 2017, 21:40

Darwin_ wrote:Ports feel so fake on EP rn. I played a game as russia vs. ports on RE and it actually felt like a real game. However, my opponent and myself noted how Colonial Militia is way too strong for ports. Ofc I was playing russia and CM is OP against russia, but I have felt this against other civs as well.

I know I posted some changes that I would like to see, but now that the Team is doing some beta testing I felt like I might say them anyway.

Changes:
- villager cost reverted to 100f
- +1 food crate
- cassador cost changed to 70f 45c (from 85f 35c), and ranged attack +1
- Colonial Militia card removed
- Genitours changed to +3 range +10% attack


I agree with with 1, 2 and 3(without +1 attack), but I am against colo militia removal suggestion, because that card only works well with Ports, why remove their trademark feature? Genitours are fine atm......
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22 Jan 2017, 22:45

Goons were nerfed already by a lot, I mean –10 percentage points and CIR buff :hmm:
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22 Jan 2017, 23:30

pecelot wrote:Goons were nerfed already by a lot, I mean –10 percentage points and CIR buff :hmm:

CIR wasnt buffed
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22 Jan 2017, 23:48

zoom wrote:Fuck Goodspeed.

:hmm:
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22 Jan 2017, 23:51

pecelot wrote:Goons were nerfed already by a lot, I mean –10 percentage points and CIR buff :hmm:


CIR affecting ranged cav is a bug, which will be fixed.
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23 Jan 2017, 00:00

Atomiswave wrote:
Darwin_ wrote:Ports feel so fake on EP rn. I played a game as russia vs. ports on RE and it actually felt like a real game. However, my opponent and myself noted how Colonial Militia is way too strong for ports. Ofc I was playing russia and CM is OP against russia, but I have felt this against other civs as well.

I know I posted some changes that I would like to see, but now that the Team is doing some beta testing I felt like I might say them anyway.

Changes:
- villager cost reverted to 100f
- +1 food crate
- cassador cost changed to 70f 45c (from 85f 35c), and ranged attack +1
- Colonial Militia card removed
- Genitours changed to +3 range +10% attack


I agree with with 1, 2 and 3(without +1 attack), but I am against colo militia removal suggestion, because that card only works well with Ports, why remove their trademark feature? Genitours are fine atm......

As a team player, I can safely say that genitours is not "fine atm". It was barely a nerf to one of the more overpowered things in the game. As for colonial militia, if your opponent has 2 tcs defensively with colonial militia, the tc fire is essentially 13 musketeers that have a combined 13000 HP. Colonial militia doesnt slow ports down that much in most matchups, because their other age 1 card options are meh. If you have 2 tc's with cm firing on say, xbow/pike, it is actually more efficient for those 20 villagers to stay in the tc than to be gathering resources. No joke. In that scenario, the tc's would be generating essentially 100 res/second (rof of 1.5, one shot a crossbow or pike, that means 4 die every 3 seconds).
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23 Jan 2017, 00:22

Darwin_ wrote:
Atomiswave wrote:
Darwin_ wrote:Ports feel so fake on EP rn. I played a game as russia vs. ports on RE and it actually felt like a real game. However, my opponent and myself noted how Colonial Militia is way too strong for ports. Ofc I was playing russia and CM is OP against russia, but I have felt this against other civs as well.

I know I posted some changes that I would like to see, but now that the Team is doing some beta testing I felt like I might say them anyway.

Changes:
- villager cost reverted to 100f
- +1 food crate
- cassador cost changed to 70f 45c (from 85f 35c), and ranged attack +1
- Colonial Militia card removed
- Genitours changed to +3 range +10% attack


I agree with with 1, 2 and 3(without +1 attack), but I am against colo militia removal suggestion, because that card only works well with Ports, why remove their trademark feature? Genitours are fine atm......

As a team player, I can safely say that genitours is not "fine atm". It was barely a nerf to one of the more overpowered things in the game. As for colonial militia, if your opponent has 2 tcs defensively with colonial militia, the tc fire is essentially 13 musketeers that have a combined 13000 HP. Colonial militia doesnt slow ports down that much in most matchups, because their other age 1 card options are meh. If you have 2 tc's with cm firing on say, xbow/pike, it is actually more efficient for those 20 villagers to stay in the tc than to be gathering resources. No joke. In that scenario, the tc's would be generating essentially 100 res/second (rof of 1.5, one shot a crossbow or pike, that means 4 die every 3 seconds).


Who fights against batch of colo militia? In most cases you retreat, wait until they lose hp, then attack, except in rare occasions where you have much larger mass than your opponent.

I also play team games and fully agree that ports are op in team. They need to be nerfed but not at the cost of losing colonial militia. Its just bad change...

Ports have only one exceptional unit, which is already nerfed wiht rr reduction and genitours nerf. I think its enough.
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23 Jan 2017, 00:28

Atomiswave wrote:
pecelot wrote:Goons were nerfed already by a lot, I mean –10 percentage points and CIR buff :hmm:


CIR affecting ranged cav is a bug, which will be fixed.

They had enough time to fix it already, it's still up and running currently, so I'd suspect the EP team isn't necessarily keen on fixing it :chinese:
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