bryanw1995
Emperor
landsnatch is of more use to the ai imho b/c they don't get the unit penalties that humans do. I always early rush germany if I see them b/c if they get to landsnatch they're an absolute pita.
The problems with Germany aren't about strength vs weakness. Its that they're forced into a rush-oriented playstyle that isn't really fun (partly cos the AI can't handle it) and because the Tank unit is broken compared to Mech-inf due to poor tech tree design.
As for their power level: It depends. If you get the rush to work, they are good. If you don't, they are crap.
I've gone games where I've seen 1-2 barbarian camps, that's it. How fun is it when you realize that you won't even get the chance to use your UA over the course of the game?
UAs should be strategy dependent, not map dependent. There's too many random variables in the latter.
I think Germany should have an added Mobilization option in the industrial age similar to Civ 3's, where during war your cities (but not puppets) get a huge boost in production but can only build military units and you cant go back to normal until peace is declared.
As it stands now the German UA wanes during medieval and falls flat at Ren, they need something for late game.
Imo, the Germans are focused wrongly, they should be aimed at the Medieval through Industrial eras.
Landsknecht, albeit mainly german, aren't really representative of of what I think of German history. How about a Teutonic Knight that replaces either the knight or longswordsman and has a strength bonus?
Then perhaps a UB, perhaps 'Assembly Line', that replaces the factory. An extra production boost in addition to their trait would probably be overpowered, so perhaps a gold boost?
You're not necessarily forced to go all out at the beginning. There's 2 ways to play germany early game:
1. civil service "bulb" with furor tectonicus taking a backseat.
2. take honor tree and seek out barb encampments and longswordman rush.
#1 is basically a builder start, you could maybe take a couple border cities with Landsknechts and secure them, but it's certainly not conducive extended war. But it lets you ignore the metal techs for a long time since Landsknechts can defend your empire until Knights/Crossbows.
#2 requires alot of open land like pangaea to be really effective. Converting barbs is more than just about gaining an extra unit, it also allows to immediatly go after other encampments with the converted unit. Otherwise your units would need to spend time healing each time.