![]() ![]() SWs, however, construct buildings 300% faster than an ordinary Settler, which means you are actually saving time by using a SW than a normal settler. This means that if you were to use 2 Settlers to build a building you would only construct it at 125% the of the normal speed. For example: SWs construct buildings significantly faster than Settlers tasking more than 1 Settler to building a building only increases the construction time by 25%, rather than doubling it. Each SW is equivalent to 2 Settlers, but do have some advantages over regular Settlers that occasionally prove useful. - Settler Wagons (SW) provide the backbone of Germany's economy.The things they do well in, however, they usually do far better than any other civ. Unlike Germany's most comparable counterpart, France, whose strength relies on them being above-average at nearly everything while excelling at none, Germany does a few things really well while still remaining average or even below-average at others. Good scouting and adaption will usually compensate for this nerf and still lead to a win if done well, but the German army is not quite as overwhelming as on RE Patch. Germany players need to be careful not to overdo it, though, as their frontline is slightly softer than before. Skirm/Uhlan is still quite strong, and works most of the time. On the current version of the ESOC Patch (3.0) Uhlans have -5hp in Colonial (-6hp in total in Fortress), and are just slightly weaker than they used to be. This applies mostly on RE patch, where the majority of Germany's games are won from overwhelming their opponents' armies in early-mid fortress with a large mass of Uhlan/Skirm while still forcing the enemy off of hunts and mines on the side with a couple of spare Uhlans. The mass of Uhlans would become so large that it often ends up becoming their anti-cav as well. In the past, the backbone of this army was usually the Uhlan, which Germany tends to mass at all points in the game, pretty much regardless of the situation. A German in the fortress age with a few shipments in is a scary opponent for any civilization. Germany's strength, however, lies not in their economy, but their mid-game military potential. For the most part, though, the pros of the early trading post greatly outweigh the cons, so this (usually) doesn't hurt them too much. Germany is, after all, a very shipment reliant civ, and they would love to grab that trading post as early as possible, but sometimes they may handicap themselves with a bit of idle time on their age up, or sometimes even by training an extra villager. However, they don't have the greatest of crate spawns in the world, and this can limit them somewhat in the Discovery Age. Germany has one of the strongest early and mid-game economies in the game. I will likely edit parts of it in the future too. ![]() This is a rough draft, and I stole a lot of it from a larger GoodSpeed-esque guide I had tried to write at some point earlier this summer (which I quickly gave up on, because it takes too long to go into detail on everything, and I can't be bothered to be concise), so parts of it may also be a bit out of date with what I currently think. You'll have to forgive me for some of the long-winded explanations in the introduction. I don't have the motivation to finish it all at once at the moment, so I figured I'd just post what I have so far and finish the rest over the course of the week, probably like 1 section a day or something. It ended up being quite a bit longer than I had at first intended, so it's currently incomplete. I was inspired by deleted_user4 to finally write a guide. ![]()
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