peasant - IMPLEMENTED

Midonik
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Re: Armed pessant

Post by Midonik » Fri Oct 07, 2016 6:55 pm

Ok. Give pages is much,why its not acepted?
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Redpill
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Re: Armed pessant

Post by Redpill » Tue Nov 01, 2016 7:42 pm

(I didnt know where to post, in the other thread or here... so here, i guess)
A poorly armed, cheap, and fast unit; the peasant is a quick infantry unit destined to protect cities in early stages
Cost:1
Attack:___! in the other thread there were posted several options, plus this one. Options are 2, 4 or 3 (I personally like 3)
Speed:___! the same, options are 4 or 5
HP: 5 (there was said 3 too...)
Sight: 5 (posted in the other thread, no other opinion)
Range: 1
Armor: 0
Pierce armor: 0
Can be builded only i TC´s
...So far, this is the general opinion on this unit. Thoughts?
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makazuwr32
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Militia

Post by makazuwr32 » Mon Dec 18, 2017 8:52 am

Militia will be Town-exclusive unit with leaving effect (i think 3 turns).
They can be trained for 1 turn only, but they are weaker, than even normal swordman.
They must be used as a last stand for your town.
They can't capture enemy towns
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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DoomCarrot
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Re: Militia

Post by DoomCarrot » Mon Dec 18, 2017 10:29 pm

I think this was suggested before? Although I can't seem to find the post...
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Puss_in_Boots
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Re: Militia

Post by Puss_in_Boots » Mon Dec 18, 2017 10:59 pm

You must be thinking of peasants.
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makazuwr32
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Re: Militia

Post by makazuwr32 » Tue Dec 19, 2017 11:04 am

This is not a peasants, but rather a towns' own Militia army in case of you need them to hold off a little longer your opponent (for example while your main army will come to)
They either must have "leaving" ability or somehow made, so that they can't go far from their own town.
For example give all towns Militia aura (name WiP) and make it so that this aura gives them +2 to speed and out of the aura they have speed 1 and that they can't enter into wagons/transport or any other ways be transported.
Cheap, fast mass unit to protect the town for a while.

Historical help:
In eastern Europe most of towns had in 9-12 centuries their own army of militias to defend the city from invaders like mongols or saracens.
They have sometimes not as good equipment as princes' armies but there was a mass of volunteers in the city to defend it in case of.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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General Brave
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Re: Militia

Post by General Brave » Tue Dec 19, 2017 10:39 pm

Sounds good, should they have upgrade to Train the the militia better?
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makazuwr32
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Re: Militia

Post by makazuwr32 » Wed Dec 20, 2017 8:38 am

Maybe just blacksmith upgrades. They haven't to be unkillable and so on.
But if you can to implement this then each Militia can be upgraded separately into swordman (or upgraded version if you upgraded them) for 2 turns near barracks.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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Ayush Tiwari
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Re: Militia

Post by Ayush Tiwari » Wed Dec 20, 2017 9:43 am

But they will fill the TCs,and we won't have any other option,except to delete it,so it should be able to walk 3 tiles from the TC
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makazuwr32
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Re: Militia

Post by makazuwr32 » Wed Dec 20, 2017 5:21 pm

They will affected by TC aura, which gives them +2 to speed, but their base speed is 1
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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COOLguy
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Re: peasant

Post by COOLguy » Wed Feb 21, 2018 2:28 am

COOLguy wrote:Summing up the thread:
patroid wrote:Hi
Ok its earlier ready, i made it tonight...
:D
Patroid
Stats (mixing balint and patroid's ideas):

cost - 1
hp - 5
attack - 4
sight - 5
range - 1
speed - 3
build - 1

Good? :)
Thanks!
Josh

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General Brave
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Re: peasant - ACCEPTED

Post by General Brave » Wed Feb 21, 2018 2:41 am

Was this supposed to mean?
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makazuwr32
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Re: peasant - ACCEPTED

Post by makazuwr32 » Wed Feb 21, 2018 7:57 am

We merged 5 similar topics into one.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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Ayush Tiwari
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Re: peasant - ACCEPTED

Post by Ayush Tiwari » Wed Feb 21, 2018 8:19 am

I had a great doubt,when I saw many different topic titles,but then I got to remember about merge feature
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makazuwr32
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Idea reimagine: Militias

Post by makazuwr32 » Wed Feb 21, 2018 2:12 pm

Idea reimagine:
Name: Militias
Cost - 1 turn.
All of them must be counted as Infantries so both cavalry and archers get bonuses vs them.
Are affected by "Town patrol" tech only. Can't be affected by blacksmith upgrades/ambidextria. Can't capture tc's. Can't get Banner Bearer's bonuses.

For this we can get randomly one of 4 units:

Peasant
Hp - 6
Attack - 1
Mend rate - 3
Speed - 3
Sight - 4

Militia swordman
Hp - 11 (can be one-hit-one-kill by basic light cavalry)
Attack - 6 (no bonuses to any units)
Speed - 3
Sight - 4
No armor.

Militia archer
Hp - 7
Attack - 4 (no bonuses)
Range - 3
Speed - 3
Sight - 5
No armor.
30% chance to miss.

Militia Pikeman
Hp - 8
Attack - 4 (150% bonus against cavalry (10 damage) and 250% against elephants (14 damage))
Speed - 3
Sight - 4
No armor.

Also if they can get different spawning chances then i suggest to 20% for peasant, 35% for Militia swordman, 30% for Militia archer and 15% for Militia pikeman.
Last edited by makazuwr32 on Wed Feb 21, 2018 6:37 pm, edited 2 times in total.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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COOLguy
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Re: peasant - ACCEPTED

Post by COOLguy » Wed Feb 21, 2018 3:38 pm

A little worried about the various attacks of these units. We don't want to encourage a spam of 1 turn units. Make sure that they are underpowered to make sure they are not spammed (like the scout and bird are not spammed)
Thanks!
Josh

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Ayush Tiwari
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Re: peasant - ACCEPTED

Post by Ayush Tiwari » Wed Feb 21, 2018 3:58 pm

TO JUSTICE
scout eagle is of 2 turns.
I am in-support of the peasant unit pack,but one thing I don't agree is the turn cost
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COOLguy
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Re: peasant - ACCEPTED

Post by COOLguy » Wed Feb 21, 2018 4:00 pm

Although - we can't make it a more than 1 turn unit since that would change up the basic idea of the unit a lot
Thanks!
Josh

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makazuwr32
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Re: peasant - ACCEPTED

Post by makazuwr32 » Wed Feb 21, 2018 6:10 pm

First - 3/4 units will not have any bonuses. None of them.

Second - they are as auxillaries - you can get completely random unit of 4.

Third - If they will still be a bit op we can just decrease their speed by 1 and maybe remove counter attack.

Fourth - they can't get any upgrades exept town patrol - good scouting and antirushing unit. Only. None of these units could be a threat for spartan hoplite/roman legionare/shielder/knight (with archer cover). and ballistas and catapults will just steamroll through them.

Militia swordman for example would be killed by first hit of light cavalry (without upgrades they do 11 damage to infantries). Normal archers will do to them 8 damage and with attack of 7 (longbowman with 1 blacksmith upgrade) will just kill them.
Militia pikeman can't even one-hit-one-kill same light cavalry (10 damage to them will do with 150% bonus).
Militia archer with 4 damage, 3 range (same as scirmisher and lower, than mongolian horseman) and 30% chance to miss can't be a treat from beginning. Even scout bird is better choice as well as normal archer.
And regular peasant is just a regular peasant with extremly low mending that can't be increased with ambidextria.

Also if they can get different spawning chances then i suggest to 20% for peasant, 35% for Militia swordman, 30% for Militia archer and 15% for Militia pikeman.

This way yes they can be spammed. But only for slowing enemy.

For example you have 8 this units (2 peasants, 2 swordmen, 2 pikemen, 2 archers), whileopponent has for same cost 1 ballista (current one), 1 shielder and one archer (from wagons).
Ballista with first shot can damage 1 swordman down to 1 hp and damage others for 8 damage (near swordman). Two times. And if near him someone exept other swordman they'll be killed because exept of militia swordman none of them has more than 8 hp.
shielder can hold extremly long versus this "army" and archer will kill suvivors
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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Ayush Tiwari
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Re: peasant - ACCEPTED

Post by Ayush Tiwari » Thu Feb 22, 2018 5:31 am

makazuwr32 wrote:First - 3/4 units will not have any bonuses. None of them.

Second - they are as auxillaries - you can get completely random unit of 4.

Third - If they will still be a bit op we can just decrease their speed by 1 and maybe remove counter attack.

Fourth - they can't get any upgrades exept town patrol - good scouting and antirushing unit. Only. None of these units could be a threat for spartan hoplite/roman legionare/shielder/knight (with archer cover). and ballistas and catapults will just steamroll through them.

Militia swordman for example would be killed by first hit of light cavalry (without upgrades they do 11 damage to infantries). Normal archers will do to them 8 damage and with attack of 7 (longbowman with 1 blacksmith upgrade) will just kill them.
Militia pikeman can't even one-hit-one-kill same light cavalry (10 damage to them will do with 150% bonus).
Militia archer with 4 damage, 3 range (same as scirmisher and lower, than mongolian horseman) and 30% chance to miss can't be a treat from beginning. Even scout bird is better choice as well as normal archer.
And regular peasant is just a regular peasant with extremly low mending that can't be increased with ambidextria.

Also if they can get different spawning chances then i suggest to 20% for peasant, 35% for Militia swordman, 30% for Militia archer and 15% for Militia pikeman.

This way yes they can be spammed. But only for slowing enemy.

For example you have 8 this units (2 peasants, 2 swordmen, 2 pikemen, 2 archers), whileopponent has for same cost 1 ballista (current one), 1 shielder and one archer (from wagons).
Ballista with first shot can damage 1 swordman down to 1 hp and damage others for 8 damage (near swordman). Two times. And if near him someone exept other swordman they'll be killed because exept of militia swordman none of them has more than 8 hp.
shielder can hold extremly long versus this "army" and archer will kill suvivors
I still don't feel any unit should be worthy of 1 turn,even the scout eagles take 2 turns.It would destroy the fun,just imagine how quickly they will spam around.

Probably,I am just suggesting,and not deciding
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makazuwr32
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Re: peasant - ACCEPTED

Post by makazuwr32 » Thu Feb 22, 2018 6:29 am

But dog costs 1 turn.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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Ayush Tiwari
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Re: peasant - ACCEPTED

Post by Ayush Tiwari » Thu Feb 22, 2018 7:38 am

makazuwr32 wrote:But dog costs 1 turn.
Don't say you are comparing it with the "cute dog"
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makazuwr32
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Re: peasant - ACCEPTED

Post by makazuwr32 » Thu Feb 22, 2018 11:05 am

This "cute dog" could survive 2 shots from archer and 2 strikes from light cavalry.
And these guys are designed so that they CAN'T survive that (exept swordman who can survive 1 shot from archer)
They are also slower, have lower sight radius and, as dog, can't capture TC'S or have any bonuses (exept pikeman, who has some to cavalry).
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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General Brave
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Re: peasant - ACCEPTED

Post by General Brave » Thu Feb 22, 2018 2:34 pm

Think about them as weak movable walls.
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makazuwr32
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Re: peasant - ACCEPTED

Post by makazuwr32 » Thu Feb 22, 2018 2:57 pm

Exactly.
Just to slow down a bit enemies.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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Ayush Tiwari
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Re: peasant - ACCEPTED

Post by Ayush Tiwari » Thu Feb 22, 2018 3:46 pm

That dog can't spawn,noone makes it because it is of no use in some maps.But these units can,I am not a continuous arguer,but I still think 2 turns, is must.As soon as the game starts,Peasants and pesants and peasant,I say,make them little strong,and then give them 2 or 3 turns.
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LordOfAles
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Re: peasant - ACCEPTED

Post by LordOfAles » Thu Feb 22, 2018 3:48 pm

But that would kill the point, didn't you read before? They are supposed to be weak weak weak, just for last chance defense. Also i would rather train swordsman for 2 turns than some yahoo
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Ayush Tiwari
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Re: peasant - ACCEPTED

Post by Ayush Tiwari » Thu Feb 22, 2018 4:30 pm

LOA you opened my eyes,lol
It deserves its cost,as last sentence,what LOA said,"It is the last hope of defense."I think it is worthy,because just imagine,"-peaceful theme;serious tone;huge crisis;war about to be over;Player 2 going to defeat Player 1,Player 1,make Peasant,as his last hope.He thinks it will be a archer,swordsman or pikeman,but what comes out is......Peasant worker,lol;And then Player2 laughs on that,like 'Woken' Ayush Tiwari,hehehehehhehh,hohohohohoohoh,hahahahahhahah,hehehehehheheheh,ahahhehehehhahehhahaho,hoohohohohohohohoho.
he says like me,"I WILL DELETE YOU!DELETE!DELETE!DELETE!DELETE!DELETE!

Wonderful ;-)
Har achee cheez khatm hoti hai.Meri already ho chuki hai.

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makazuwr32
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Re: peasant - ACCEPTED

Post by makazuwr32 » Thu Feb 22, 2018 5:17 pm

Or for example you need 1-2 turns 'till your elephant/spartan hoplite/other unit you are counting on to hold up and you need a wall to slow down a bit enemy.

Also if you need for example fast worker unit and you hope for Peasant you can get instead one of three other units instead of.
And even more Laborer can at least build Palisades and Watch towers as well as they have 8 mend rate compared to Peasant's 3 and is affected by Town patrol Tech.

Yes they have pretty good damage for 1 turn unit. But without counter attack ablity, with such a low hp and counting as infantry they could be killed extremly easy and can't be a threat.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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COOLguy
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Re: peasant - ACCEPTED

Post by COOLguy » Fri Mar 02, 2018 6:23 pm

Merged in the serf topic
Thanks!
Josh

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