Heinz_Guderian
Prince
I have noticed that the description doesn't add up, but I thought I was stupid and missed something. Turns it I was right and the game is wrong then. We should change this ASAP
Regarding the rest of your comment @Gizmoman, I think you're way off base.Like yeah individual Songhai unique components are fairly strong, but they're in no way the strongest. Yeah AI askia tend to steamroll other AI that settles cities on rivers, but the iroquois steamrolls anyone that starts in forest/jungle the exact same way. The Manducav is strong, but is it stronger than the cataphract? Not really. It is stronger the the conqusitador, but honestly the conquistador is pretty garbage as far as UUs go.
The Tabya is a solid UB, but that's also the only economic boost that the civlization has. If you gut it, can it compare to the Hun UI or the Ger or the Floating garden?
I was going off the knight Manducav, I still haven't actually seen it as a horseman, sorry. As a knight I don't think it's better than the cataphract, the ability to use tiledefense is massively undervalued.Regarding the rest of your comment @Gizmoman, I think you're way off base.
Yes, the Mandekalu Cavalry is, in fact, as strong as the cataphract. The cataphract has a much higher CS for its era, but the MandCav city malus reduction is stronger, and comes at a time when melee attacking cities is much more viable, the raider promotion it gets is much stronger than any bonus the Cataphract has, and it has the full 4 movement of a horse unit. And it's dirt cheap at 90; It's one of the strongest, most efficient UUs in the game, by itself.
The Tabya is very comparable to the Iroquois Longhouse but it is strictly better.
So no, the Tabya is also an absolutely top-tier building as well.
- It boosts rivers, which is just better than forests for many reasons:
- They are already high value tiles that can be improved much earlier than forests.
- They boost Flood Plains
- You can put high value improvements like Great Person tiles and villages on them, but those would remove Iroquois' boosted forests
- Rivers can't be removed, so you won't get any fewer of them for conquering foreign cities later.
- It is a stone works replacement that doesn't have the stoneworks' prerequisite quarry, so It's a building that most civs don't get the opportunity to build in all their cities.
- It allows
production ITRs from all cities much earlier
- You can start building them immediately, instead of waiting for a nearby quarry resource to be claimed/improved
- In addition to this, the Tabya gives +10%
towards buildings. The Longhouse has no comparable 3rd bonus.
- You mention the floating garden, which also boosts river tiles, but is much later, but not really much stronger. It's
on rivers is worse than Tabya's
on rivers. Its %
during
GAs is not really any better than +10%
to all buildings.
So yes, the Songhai really do have an S-tier UA, an S-tier UU, and at least an A tier UB. Compare to Iroquois who have a very similar — but strictly weaker — UA, a very similar — but strictly weaker — UB, and a somewhat rubbish, C or B tier UU, depending on who you ask. They are very much fair game to be criticized for having no real weak links.
PAD highlighted the mechanical reasons, but we should also respect that in several pollings of strongest or most difficult AIs, Songhai consistently rose to the top.
It seems the community generally agrees that Songhai is a cut above the rest.
Aka if any civ is worthy of a nerf it’s Songhai
Yeah Manducav being a knight instead of a horseman would definitely make them weaker, but it would make a whole lot more sense as well, and that's also how they were initially.I don't think the Tabya needs to be touched.
If the UA ignored terrain along rivers (ie every tile costs 1 to cross), that would be way weaker. That would be a great change that both nerfed Songhai and made their UA easier to understand.
Mandekalu Cavalry coming at knight is a big nerf. +1 CS at knight is 4% stronger, while +1 CS at horseman is 8% stronger. Also castles exist.
I would also suggest that War Canoes promotion should be dropped. It's not really contributing to the Songhai's OP-ness, but it's not helping either.
- The Songhai weren't a seafaring civilization, so the war canoes bonuses aren't particularly relevant.
- The amphibious bonuses are stronger and less situational anyways, and it's a bit much for a civ to get 2 UA promotions on a single unit type.
- The visibility while embarked from War Canoes overlaps with Polynesia's UA. It's stronger too, on a civ that it makes less sense for
I don't think the Tabya needs to be touched.
If the UA ignored terrain along rivers (ie every tile costs 1 to cross), that would be way weaker. That would be a great change that both nerfed Songhai and made their UA easier to understand.
Mandekalu Cavalry coming at knight is a big nerf. +1 CS at knight is 4% stronger, while +1 CS at horseman is 8% stronger. Also castles exist.
I would also suggest that War Canoes promotion should be dropped. It's not really contributing to the Songhai's OP-ness, but it's not helping either.
- The Songhai weren't a seafaring civilization, so the war canoes bonuses aren't particularly relevant.
- The amphibious bonuses are stronger and less situational anyways, and it's a bit much for a civ to get 2 UA promotions on a single unit type.
- The visibility while embarked from War Canoes overlaps with Polynesia's UA. It's stronger too, on a civ that it makes less sense for
Just nerfed the sofa in 4UC, so hopefully that helps.
Songhai continues to be a problem. I am convinced at this point that the main culprit is the river movement. Double-wide roads that are indestructible and exclusive to Songhai, that allow you to not only ignore terrain like hills and forest, but move faster through them than flat terrain, allowing your siege weapons not just +1 moves in enemy terrain like Sweden, but +2, increased to 5 at machinery, move *Twice* and shoot. Paired with a very strong, earlyproduction bonus on empire, and they are basically uncounterable.
Gameplay-wise, I also find it quite unsatisfactory, because the river as roads bonus mimics the Iroquois forest as roads bonus, but is better in several ways, like not being removable, and the game otherwise promoting your enemies to settle on rivers, giving Songhai consistent access to foreign cities in favourable terrain. The War canoes bonus also gives bonuses to vision on embarked units, another direct overlap with a civ: Polynesia. Many players have also voiced concern that the free amphibious and bonus defense on embarkation overlaps in theme with Denmark’s embarked bonuses too much. Overall, Songhai’s bonuses feel like they pull from a few, more cohesive civs that execute on the same ideas better while staying more balanced.
Here is my proposal for how River Warlord could work differently:
River Warlord
All land units gain the War Canoes promotion. TripleGold from clearing barbarian encampments and Conquering Cities. Rivers create
City Connections.
War Canoes promotion:
Crossing rivers costs 1 movement, and no penalty for attacking over rivers.
Costs no movement, and can move after attack while on River tiles.
Songhai loses the bonuses to embarked attacking that they previously had with amphibious, and the bonus defense and vision while embarked that War Canoes used to give.
so, Songhai don’t necessarily move faster, but their entire army can attack-move and kite on rivers. River movement can still be countered with ZOC. This bonus works best on ranged units, who won’t trigger ZOC on attack, and can extend their river attacks out 2 tiles from the river, while keeping the movement bonus. This minimizes the overlapping bonuses on mounted units like their UU, although they still do get some benefit from it, especially when attacking into rough terrain. No cost to attack is also a unique mechanic, that separates Songhai from Iroquois road-like movement, and Inca’s ignore movement.
Edit: After some investigation into the code, we determined that killing a unit on a river with melee and moving into the tile, for various reasons, would still constitute a move. Thus, melee-attacking a unit would be movement-free, but killing that same unit would still cost movement.
Except in this case, all land units would cross rivers at the cost of one move.The biggest problem with River movement bonuses is that Rivers will always consume all movement. Unlike, with Hills, Forest, etc. where your mounted/ armored units can have enough movement to still get around. Rivers are one of the biggest hurdles GDR's would face.