Roman units are kinda weak...

Put here any ideas, suggestions about unit or structure properties.
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DreJaDe
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Re: Roman units are kinda weak...

Post by DreJaDe »

I think, one of the reason why they are weak is their inability to be accessible.

As you can see, roman garrison is way to costly as a building. I don't for now but the last time I played it, it cost 5 turns to make.

Mass producing troops from that is literally impossible. Just training cavalry would be a better solution even with the same cost per unit.
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Endru1241
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Re: Roman units are kinda weak...

Post by Endru1241 »

5 turns without ambidexteria and 4 with it (as opposed to regular factories, which are build in 4->3 turns).
It's the same for all cultural training buildings.
They get it because of versatility.

Regular factories have general weaknesses, which are very hard to be fought against without access to another different factory or using tc production (e.g. skirmishers against archery, mix of cavalry with archers against barracks, pikemen or even spearmen against stables, heavy cavalry or anti-building infantry against siege workshop).
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L4cus
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Re: Roman units are kinda weak...

Post by L4cus »

I think that, if a riman builder is added, a auxilia garrison could be added too with 4-3 turns (pre-after ambidextria)
So this could inly produce auxiliar units (including sagitarius since it is syrian auxiliars)
Or maybe just leave the roman garrison like that cheaper version and the romanfortress could be the expensive onr with all the possibilities...
It is up to you endru, and i will suport what u do, buti really think roman needs a mora accesible structure to be more viable...
As i said, adding mercenaries to roman garrison and ancient ships could be anothr option
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godOfKings
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Re: Roman units are kinda weak...

Post by godOfKings »

Well roman should get a mega building too
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MaharajaInfernape
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Re: Roman units are kinda weak...

Post by MaharajaInfernape »

I suggest to reduce the cost of Legionary to 3 and slightly reduce its stats.
Cost: 3
HP: 23
Power: 9
Armours: 2/3

I think this will not only make it more powerful (since it is not much strong right now) but also help to mass-produce it.
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L4cus
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Re: Roman units are kinda weak...

Post by L4cus »

agree, but ur stats look too strong for a 3 turns unit i think...evn if it only gonna be strong at the early game seems too strong
Last edited by L4cus on Sat May 15, 2021 8:05 pm, edited 1 time in total.
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MaharajaInfernape
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Re: Roman units are kinda weak...

Post by MaharajaInfernape »

L4cus wrote: Fri May 14, 2021 5:13 pm ...but ur stats look too strong for a 2 turns unit i think...
I suggested the production cost to be 3 turns which, I think, is not too low.
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L4cus
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Re: Roman units are kinda weak...

Post by L4cus »

my bad, 3 turns, already edited
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Endru1241
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Re: Roman units are kinda weak...

Post by Endru1241 »

Implemented first step of making roman units better - roman melee units get +1 attack on roads, +2 on stone roads.
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L4cus
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Re: Roman units are kinda weak...

Post by L4cus »

I understandthe reasons, but sounda kinda simple...
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godOfKings
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Re: Roman units are kinda weak...

Post by godOfKings »

Arent roman legionaries supposed to b able to build roads in future updates? Then the two will complement each other
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