Page 2 of 2
Re: Roman units are kinda weak...
Posted: Fri Apr 16, 2021 2:21 am
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.
Re: Roman units are kinda weak...
Posted: Fri Apr 16, 2021 8:36 am
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).
Re: Roman units are kinda weak...
Posted: Fri Apr 16, 2021 1:42 pm
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
Re: Roman units are kinda weak...
Posted: Sat Apr 17, 2021 10:39 am
by godOfKings
Well roman should get a mega building too
Re: Roman units are kinda weak...
Posted: Fri May 14, 2021 3:19 pm
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.
Re: Roman units are kinda weak...
Posted: Fri May 14, 2021 5:13 pm
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
Re: Roman units are kinda weak...
Posted: Sat May 15, 2021 3:15 am
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.
Re: Roman units are kinda weak...
Posted: Sat May 15, 2021 10:17 pm
by L4cus
my bad, 3 turns, already edited
Re: Roman units are kinda weak...
Posted: Wed Jun 30, 2021 11:22 pm
by Endru1241
Implemented first step of making roman units better - roman melee units get +1 attack on roads, +2 on stone roads.
Re: Roman units are kinda weak...
Posted: Fri Jul 02, 2021 6:06 pm
by L4cus
I understandthe reasons, but sounda kinda simple...
Re: Roman units are kinda weak...
Posted: Sat Jul 03, 2021 7:41 am
by godOfKings
Arent roman legionaries supposed to b able to build roads in future updates? Then the two will complement each other