Mr_Bramboy wrote:You can just club nagi rush the 2WH build and deal with it just fine. I'm sure there are many ways to deal with that rush. What I am concerned about is the potential for fortress play that has not been explored as much.
You could already do semi FFs with just one WH age up. The 2nd WH doesn't add much except for more protection and the ability to spam more units later in fortress.
For the record you can even do the 10wp semi FF with the WH age up if you age at 4.10, and it is barely any different from the fast age 10wp semi.
The difference is mostly in colonial timings. I used to do builds with 2WHs, one of which you had to chop for in transition. Clearly, sparing 275w (WH cost+building time) improves those builds massively.
For example 700w 600w 10mace 6 coyo 9 mace and you get like 30 maces and 25 coyo at 8.30 or so. For comparison, 55ish army pop is what you normally achieve with any civ at 9-10 minutes.
Also you can do stuff like making pure maces and shipping 6 pumas. Maces have extremely good dps per cost so in mass they actually dps cav quite effectively (like yumis). 45 maces + 6 puma at 7 minutes or so (especially aging up at 4.10) is hard to hold for basically any civ.
It's a fun change but realistically too good. 1 WH + 1wp would be interesting even tho it doesn't make much sense since the bonus of the WH age up is already increasing huts HP/damage.