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Re: My proposal to boost ports

Posted: Tue Jan 15, 2008 10:36 pm
by Highlander999
I have CM in my deck as Ports solely for the reason for if I FF and get rushed early on I can fight back. Of course it screws up my strat but at least I'm not quite dead and can adapt into a semi-FF

Re: My proposal to boost ports

Posted: Tue Jan 15, 2008 11:56 pm
by Cyclohexane
Improving ports cards is their main problem. They have nice units late game (RG muskets, RG dragoons, unique LI). All the good cards do not come until Age 4. I made a thread about this in the Age Community balance threads awhile back. Here are my suggestions:

Change their TEAM Improved Walls card from 50% stronger wall to build walls 50% faster and 50% cheaper. This would undoubtedly make them more into a defensive civilization but would give them some time to boom so they cannot be rushed so easily. Also, remove the team tag so this cannot be combined with Russian’s Sevastopol.

Make House of Braganca an Age 2 shipment that automatically upgrades to Stage coach (still must click on the button and wait for research) and grants a TP wagon. This would allow for easy setup of a trade route and would allow for some interesting game play. A 300 wood shipment in discovery for a TP combined with a wagon and upgrade in Age 2 would give a boost to the Colonial economy the Ports need for 1v1 play. A well setup TC would allow for defense of the trade route.

Even with these changes, more changes to cards are required to make them more flexible. I also suggest making the church tech grant beistros (guard crossbows) for 1100 wood with no units. 1100 wood is equal in villager seconds to 600 gold 600 wood (cost of guard upgrade, veteran should be free just like skirmishers). 1100 wood is easier to save up but you still need a barracks to spam units. It would not be OP but would allow a good LI unit in Age 3 (better then the slow prone to cavalry death Cassador).