It struck me the other day that dopp should be good unit to use late game - german can have large number of HI upgrades, infantry speed boost, and plantation gather rate improvements.
but what is killing them, is their train time, 45 seconds is just way too much for late game, even after church tech it is still unacceptable at 30 seconds.
do dopps really deserve 45 second train time?
now i understand the logic was dopp is a more powerful and more expensive unit, this same logic was placed on all units - the more they cost the slower they train. (this was introduced back in 1.08 when WW dominated 1.07 - it was one of the methods used to nerf WW. whcih we now know to be unnecessary.)
this logic seems to be justified as you are getting more "fighting power" out of every batch than cheaper and weaker units, but in practice it is not really making things fair, because in early game, you wont have enough res to keep on pumping expensive units non-stop anyway, while in late game the cheaper units can just be built from multiple barracks to give the volume, and not penalised for the train speed.
so I started to wonder, what should really govern train time?
my conclusion is -Res Per Pop
think about this:
barrack bench mark is 30 seconds for 100 res per 1 pop.
stable bench mark is 40 seconds for 100 res per 1 pop.
artillery foundry bench mark is 40 seconds for 100 res per 1 pop.
the more res/pop, the longer the train time, the less res per pop, the faster the train time.
so dopp should really have the standard 30 seocnds because it is 100 res/pop, while skimishers can stay where they are at 33 seconds.
uhlans should be 30 seconds (5seconds faster) because it is 75 res per pop - fast train time somewhat trade off with their high pop cost.
same logic would mean: kanya should be 35 seconds (2 seconds faster), abus should be 30 seconds, grenadiers should be 36 seconds.
what you guys think?
Strategy by Ultimitsu
Guns and Biers
British Anti-FF explosion
For TWC only Ottoman FF on non-water non-TP maps
For Vanilla only Dutch Fast Colonial Uber Bank
but what is killing them, is their train time, 45 seconds is just way too much for late game, even after church tech it is still unacceptable at 30 seconds.
do dopps really deserve 45 second train time?
now i understand the logic was dopp is a more powerful and more expensive unit, this same logic was placed on all units - the more they cost the slower they train. (this was introduced back in 1.08 when WW dominated 1.07 - it was one of the methods used to nerf WW. whcih we now know to be unnecessary.)
this logic seems to be justified as you are getting more "fighting power" out of every batch than cheaper and weaker units, but in practice it is not really making things fair, because in early game, you wont have enough res to keep on pumping expensive units non-stop anyway, while in late game the cheaper units can just be built from multiple barracks to give the volume, and not penalised for the train speed.
so I started to wonder, what should really govern train time?
my conclusion is -
think about this:
barrack bench mark is 30 seconds for 100 res per 1 pop.
stable bench mark is 40 seconds for 100 res per 1 pop.
artillery foundry bench mark is 40 seconds for 100 res per 1 pop.
the more res/pop, the longer the train time, the less res per pop, the faster the train time.
so dopp should really have the standard 30 seocnds because it is 100 res/pop, while skimishers can stay where they are at 33 seconds.
uhlans should be 30 seconds (5seconds faster) because it is 75 res per pop - fast train time somewhat trade off with their high pop cost.
same logic would mean: kanya should be 35 seconds (2 seconds faster), abus should be 30 seconds, grenadiers should be 36 seconds.
what you guys think?
Strategy by Ultimitsu
Guns and Biers
British Anti-FF explosion
For TWC only Ottoman FF on non-water non-TP maps
For Vanilla only Dutch Fast Colonial Uber Bank
[This message has been edited by ultimitsu (edited 07-19-2007 @ 05:38 PM).]