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new tech: squires
Posted: Wed Oct 13, 2021 11:16 pm
by L4cus
squires were servants of knights that supported them in battle
cost 3
requirements: all knights upgrades techs
produced at castle
effect: all knights get +2 attack, +1 speed
Re: new tech: squires
Posted: Thu Oct 14, 2021 12:27 am
by phoenixffyrnig
L4cus wrote: ↑Wed Oct 13, 2021 11:16 pm
requirements: all knights upgrades techs
Even with that serious amount of requirements, I feel it's too much reward for a low cost tech. Universal speed boost doesn't sit right with me at all I'm afraid.
I like the idea, but not as a tech - how about as a buffer unit with time out effects? So a knight could be "squired" for x turns by the squire buff
+1 speed because a squire looks after fresh and different steeds
Bonus to attack because a squire would ensure his knight has the right weapon to hand for each situation
Boni to armours for obvious reasons that it's being looked after.
Re: new tech: squires
Posted: Thu Oct 14, 2021 12:35 am
by L4cus
when squired the knight could be healed as well...since squires used to take harmed horses and help the wounded knight...
also, i like the idea of making it a buffer unit...
Re: new tech: squires
Posted: Thu Oct 14, 2021 12:46 am
by phoenixffyrnig
Haha, I'm in a couple of chat groups with some of the old timers of this game, and a couple of those grizzled veterans seem to miss the old days when it was all so simple and there wasn't a huge amount of unit choice.
Me, I came along almost 2 years ago - judging by the upgrade tree, that was shortly after things started to expand and develop big time, and I love the almost endless possibilities. When there are so many different choices then there is never going to be one "right" way, the "best" way - it simply cannot exist with so many variables. Having a million and one different options elevates this game, imo, from a science into an art.

Re: new tech: squires
Posted: Thu Oct 14, 2021 12:47 am
by L4cus
plus the annoying spells with a low chance of happening, everything becomes random
Re: new tech: squires
Posted: Thu Oct 14, 2021 2:08 am
by godOfKings
phoenixffyrnig wrote: ↑Thu Oct 14, 2021 12:46 am
Haha, I'm in a couple of chat groups with some of the old timers of this game, and a couple of those grizzled veterans seem to miss the old days when it was all so simple and there wasn't a huge amount of unit choice.
Me, I came along almost 2 years ago - judging by the upgrade tree, that was shortly after things started to expand and develop big time, and I love the almost endless possibilities. When there are so many different choices then there is never going to be one "right" way, the "best" way - it simply cannot exist with so many variables. Having a million and one different options elevates this game, imo, from a science into an art.
ya i love the new style even if i m getting my butt kicked at the moment

too many uncertainties, nothing goes how u planned, all the serious and complex planners just getting shredded by reckless rushers nowadays
Re: new tech: squires
Posted: Sun Oct 31, 2021 2:28 am
by Morningwarrior
It's kind of a very strong technology, I don't want to say I didn't like it but it's going to be quite unbalanced. some basic requirements for it could be loyalty and was exclusively to be researched in the high castle with 7 cost.