Dutch Discussion Thread
- Atomiswave
- Lancer
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Re: Dutch Discussion Thread
I am interested to see how Dutch fare against dreaded French in 2.0. Cheaper banks, native snare removal, -100f for French and goon nerf all benefit Dutch. I think they actually have a chance now.
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- Jaeger
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Re: Dutch Discussion Thread
Germans are the best civ again.
Re: Dutch Discussion Thread
Atomiswave wrote:I am interested to see how Dutch fare against dreaded French in 2.0. Cheaper banks, native snare removal, -100f for French and goon nerf all benefit Dutch. I think they actually have a chance now.
they win I predict. But france honestly might jsut be weak. It'd be more interested in how weak france is.
- Atomiswave
- Lancer
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Re: Dutch Discussion Thread
Mimsy for President wrote:Germans are the best civ again.
Maybe you are right. Uhlan nerf will hurt them, but we have to bear in mind that their biggest enemy goon is nerfed too, so it kinda makes it even. Also, Ger still has best eco, no competition.
- Atomiswave
- Lancer
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Re: Dutch Discussion Thread
Jerom wrote:Atomiswave wrote:I am interested to see how Dutch fare against dreaded French in 2.0. Cheaper banks, native snare removal, -100f for French and goon nerf all benefit Dutch. I think they actually have a chance now.
they win I predict. But france honestly might jsut be weak. It'd be more interested in how weak france is.
I don't think so, now it seems like France shifted from excellent to very good civ.
Re: Dutch Discussion Thread
Well french can probably no longer do early market on the worst crate start so it'll be interesting to see, we might see 13v age ups being very common again which is nice
last time i cryed was because i stood on Lego
Re: Dutch Discussion Thread
Worst crate is? Gold + 200f? I'm pretty sure they can always do the early market as it pays off for itself. The early TP, rather, seems not as viable as before.
Re: Dutch Discussion Thread
I think you should be able to always research Hunting Dogs early, even after the nerf, but a TP will require a slight sacrifice in some cases.
Re: Dutch Discussion Thread
Garja wrote:Worst crate is? Gold + 200f? I'm pretty sure they can always do the early market as it pays off for itself. The early TP, rather, seems not as viable as before.
Idk the crates for french but for german the worst was 300f 100w and you would age at 3:12-3:15 unless you got some good treasures
last time i cryed was because i stood on Lego
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- Skirmisher
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Re: Dutch Discussion Thread
Or remove it entirely, for all civs
Re: Dutch Discussion Thread
Garja wrote:3.15 is fine.
Thats about 13s idle time worst case scenario :(
last time i cryed was because i stood on Lego
Re: Dutch Discussion Thread
Goodspeed wrote:Or remove it entirely, for all civs
Change to believe in
mad cuz bad
Re: Dutch Discussion Thread
Anything between 3.05 and 3.15 is fine and it depends on which starting crate, first qued vill, exp, got treasures, etc.
Re: Dutch Discussion Thread
What if we reduce bank cost to 300 and 300 and decrease the build limit back to 4. I think that in 1v1 Dutch are fine, but in team their 10 minute eco is just too strong. Banks that cheap might be too good and have unintended consequences, but I would still like to see it.
somppukunkku wrote:This is not a fucking discogame.
Re: Dutch Discussion Thread
wouldn't make things better at all.
What if we dont touch dutch and people learn to play.
What if we dont touch dutch and people learn to play.
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- Pro Player
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- ESO: PrinceofBabu
Re: Dutch Discussion Thread
Banks are cheap enough lol
Re: Dutch Discussion Thread
– Bank cost increased from 300f, 350w to 350f, 350w (bounties recalculated accordingly).
– "Tulip Speculation" home-city shipment Bank coin-trickle effect increased from 15% to 25%.
– "Tulip Speculation" home-city shipment Bank coin-trickle effect increased from 15% to 25%.
- princeofcarthage
- Retired Contributor
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Re: Dutch Discussion Thread
Theoretically, units and military buildings, give buildcost/10 build xp and buildcost/10*2 kill xp. Economic buildings give build xp buildcost/10*2 and kill xp of buildcost/10*4, and I think this is pretty much consistent throught the game ( few exceptions are there). It's inconsistent with bank however and I am guessing the only reason the xp is not in line with economic buildings but is equal to military buildings cuz it gives you resources worth 4 villagers. I am personally against the idea of increasing bank xp from 70 itself tbh. Maybe a small eco boost with boa and bor cards might be okay. Honestly I think lack of musketeer unit has been more problem to dutch than eco in age 2 cuz lack of musk kind of forces you into going fortress
Fine line to something great is a strange change.
Re: Dutch Discussion Thread
I don't understand, I think. Please explain why a bank being equal to 4 Settlers would be a reason to give less experience.princeofcarthage wrote:Theoretically, units and military buildings, give buildcost/10 build xp and buildcost/10*2 kill xp. Economic buildings give build xp buildcost/10*2 and kill xp of buildcost/10*4, and I think this is pretty much consistent throught the game ( few exceptions are there). It's inconsistent with bank however and I am guessing the only reason the xp is not in line with economic buildings but is equal to military buildings cuz it gives you resources worth 4 villagers. I am personally against the idea of increasing bank xp from 70 itself tbh. Maybe a small eco boost with boa and bor cards might be okay. Honestly I think lack of musketeer unit has been more problem to dutch than eco in age 2 cuz lack of musk kind of forces you into going fortress
- princeofcarthage
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Re: Dutch Discussion Thread
well I can't what ES thought when they made so I am also just speculating, it might be cuz it is giving you something in return for, You spend 800 wood on plantation but you actually don't get anything unless you task villagers whereas bank gives you infinite amount of gold. All other economic buildings just give you the ability to gather resources or whatever their use is, however bank actually gives you resources. So it might be fair to cut their xp to non economic buildings
Fine line to something great is a strange change.
Re: Dutch Discussion Thread
Thanks.
Either that, or it's just too strong since Dutch can invest a greater portion of their spendings in economic investment, since Banks are so expensive.
Still, there are many ways to go about things.
Either that, or it's just too strong since Dutch can invest a greater portion of their spendings in economic investment, since Banks are so expensive.
Still, there are many ways to go about things.
- princeofcarthage
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Re: Dutch Discussion Thread
zoom wrote:Either that, or it's just too strong since Dutch can invest a greater portion of their spendings in economic investment, since Banks are so expensive.
I fail to understand what you mean by that I mean weather it's sarcastic or idk, but I think building bank is something similar to what british does with manors you invest a lot and get economic benefits later, 5 manors or 1 bank idk how that makes a difference, besides bank is much safer to raids and can act has defensive to tank damage
Fine line to something great is a strange change.
Re: Dutch Discussion Thread
The perception of the masses with regards to dutch is imo very much so influenced by no tp maps. As a whole, I fail to see why there is something wrong with them on standard maps.
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