Saloon/Merc patch idea

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Great Britain I_HaRRiiSoN_I
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Saloon/Merc patch idea

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Post by I_HaRRiiSoN_I »

Just had a thought while watching supremacy games on indonesia / global warming, I saw 2 games with merc loadout of

- Highlander / fusileer
- swiss pikes / barbary corsairs

Is it possible to add some hard code into the saloon unit generation so that if Slot A was cav unit then slot B cannot be a cav unit. You would split the mercs into categories like all ranged inf, hand inf, ranged cav, hand can, Age 4, other for example so that the chance of a 2 unit combo increases?

Fair enough if this impossible. I kinda assume that both mercs are instanly generated instead of merc A then Merc B as the game loads.If the latter is true then some unit checks could be added there.
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Re: Saloon/Merc patch idea

Post by zoom »

I think this is an interesting idea, worth considering. I don't think that mercenaries, other than the Jaeger, will be addressed with EP7, though.
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Re: Saloon/Merc patch idea

Post by Peachrocks »

Honestly, the mere thing of getting arsonists and ninjas in any combination let alone together makes me not want to build the saloon at all and I'm a guy who does weird stuff like that.
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Re: Saloon/Merc patch idea

Post by Riotcoke »

Don't change it, i know it's bs that it's random. But it keeps it from being OP, if you always had a decent cav unit or a decent unit like a highlander in the saloon it'd make strats like the german merc strat insane.
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Re: Saloon/Merc patch idea

Post by ShinkuroYukinari »

I am already salivating at the prospect of it :mrgreen:
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Re: Saloon/Merc patch idea

Post by I_HaRRiiSoN_I »

Riotcoke wrote:Don't change it, i know it's bs that it's random. But it keeps it from being OP, if you always had a decent cav unit or a decent unit like a highlander in the saloon it'd make strats like the german merc strat insane.


It's not even with germany in mind as this is just a general consideration. As far as im aware it is currently possible to have a combination of mameluke and lil bombard which is well quite pointless. I think this is just a quality of life change instead of trying to buff the saloon.

zoom wrote: I think this is an interesting idea, worth considering. I don't think that mercenaries, other than the Jaeger, will be addressed with EP7, though.


definitely not talking about changing any unit stats just trying to avoid black-rider/manchu or hackapell/stradiot spawns as further examples.
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Re: Saloon/Merc patch idea

Post by n0el »

I've long been in favor of linking the mercs to the maps. Makes too much sense though.
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Re: Saloon/Merc patch idea

Post by Riotcoke »

n0el wrote:I've long been in favor of linking the mercs to the maps. Makes too much sense though.

You'd have to nerf german mercs though, as if you know you're to get jagers in the saloon you'll always go for it, what beats having 20 jagers and 9 br and 15 uhlan?
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Re: Saloon/Merc patch idea

Post by n0el »

Not sure why that is a problem
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Re: Saloon/Merc patch idea

Post by Riotcoke »

Because it changes the meta too much surely, the aim of EP isn't to change the meta too much.
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Re: Saloon/Merc patch idea

Post by [Armag] diarouga »

I'm fine with that, you should know what the mercs are before starting the game. We need to nerf jaegers and black riders though.
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Re: Saloon/Merc patch idea

Post by Riotcoke »

BR aren't op, they're expensive in the saloon, manchu are op though
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Re: Saloon/Merc patch idea

Post by I_HaRRiiSoN_I »

I wouldn't suggest fixing merc spawn on maps as that is a major change however could be explored further with testing or if only applied to a single special map. I still fail to see how this would directly buff germany as this change which would affect all 11 civs with saloon/monastry equally. For example if a brit player knew that jaegers were available in saloon I'm sure that would be a viable option for them instead of longbow as they would have the coin mines to spare.

The german card advanced mercs is a separate discussion point and i don't feel should be linked to this idea.

Individual units stats is its own discussion thread and i'm sure there are other places to voice that opinion.
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Re: Saloon/Merc patch idea

Post by 5CH3U3R »

Mercenaries may continue to be random. What needs to be done is to balance them all so that neither is OP nor bad.
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Re: Saloon/Merc patch idea

Post by bittersalt123 »

If we can make more than 1 saloon that would be pretty cool.
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Re: Saloon/Merc patch idea

Post by UpMySleeves »

I didn’t really read the posts but maybe making them random but in a combination of two types, like ranged infantry and cavalry. Not sure you`ll often get to a point where you can spam from more than one saloon anyway, but rebuilding one as the other is getting sieged might be nice.
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Re: Saloon/Merc patch idea

Post by Riotcoke »

Only being able to build one saloon is purposeful, one of the main drawbacks of the saloon is that you can only have one production building, being able to produce from two would be too powerful.
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Re: Saloon/Merc patch idea

Post by I_HaRRiiSoN_I »

Where would you even find the coin to be making full batches from both saloons? This would only be relevant before a late game infinite source of coin was set up by a player so i wouldnt agree that it would be too powerful. In the late game normal units would outscale and would be more cost effective than mercs so i do slightly disagree with the above statement.

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