The aquatic parts of the orcs are too strong - ANSWERED
Posted: Sat Aug 22, 2020 5:37 pm
Orc naval units:
1 are strong - as they have good stats, ranged fighters, 3 tier upgrades, and even naval cavalry.
2 Very affordable - they can be hired right away in the city center, they have a fighter that costs 1 turn.
3 Mobile - they have good speed and can walk on land which ensures success in capture urban centers, as well as support for ground forces.
4 have no competitive opponents or even analogues among other races
I think there are too many points in favor of these fighters.
1 point. I think you can leave for the orcs
2 point. I propose to remove these fighters from the city center and leave them in a special water barracks.This way the Orcs will have a delay in the speed of capturing city centers in the form of the need to build a building.
3 points. you can reduce the speed of some units, but most of all I would like the water goblins to remove a unit costing 1 turn, since it greatly simplifies the capture of centers.
4 point. Analogs of different races are inferior to water orcs in strength and mobility, a person does not have a fighter at all who could cross the water obstacle and capture the city center, and building boats is too long a task. I propose to give people some kind of unit solely for this purpose.
1 are strong - as they have good stats, ranged fighters, 3 tier upgrades, and even naval cavalry.
2 Very affordable - they can be hired right away in the city center, they have a fighter that costs 1 turn.
3 Mobile - they have good speed and can walk on land which ensures success in capture urban centers, as well as support for ground forces.
4 have no competitive opponents or even analogues among other races
I think there are too many points in favor of these fighters.
1 point. I think you can leave for the orcs
2 point. I propose to remove these fighters from the city center and leave them in a special water barracks.This way the Orcs will have a delay in the speed of capturing city centers in the form of the need to build a building.
3 points. you can reduce the speed of some units, but most of all I would like the water goblins to remove a unit costing 1 turn, since it greatly simplifies the capture of centers.
4 point. Analogs of different races are inferior to water orcs in strength and mobility, a person does not have a fighter at all who could cross the water obstacle and capture the city center, and building boats is too long a task. I propose to give people some kind of unit solely for this purpose.