With update 81058, Artillery's costs 600 food instead of 450 wood and gold cost increased (500 gold → 650 gold).With update 50292, the stone cost of Artillery was changed to wood, so it now costs 450 wood, 500 gold (from 500 gold, 450 stone).Elite Janissary's accuracy increased (50% → 65%).New civilization bonus: Scout Cavalry line has +1 pierce armor.With patch 4.8, Gold Miners work rate bonus increased (15% → 20%).Elite Janissaries are now affected by the Turkish team bonus.Elite version loses its attack bonus against buildings (+3 → +0).Lose their attack bonuses against infantry (+4 (non-Elite)/+8 (Elite) → +0/+0).Have more attack (15 (non-Elite)/18 (Elite) → 17/22), but lose their attack bonuses against infantry and buildings.Gunpowder units extra hit points decreased (+50% → +25%).They are best suited to closed maps and team-game settings, as the former can allow them to go for a Fast Castle or Fast Imperial strategy, while the latter allows them to have a constant supply of gold through Trade for their army composition. However, they are sluggish in the early game and wither when they run out of gold. Overall, the Turks are a civilization that has a wide array of strong options, all tied together by their gold mining bonus. Additionally, their economy is overall below average without Crop Rotation and Stone Shaft Mining, or any economy bonus outside of their gold miner bonus, which while strong furthers their reliance on gold and their burn-out. Not only that, they are also arguably the worst civilization when gold supplies run out, especially when factoring in the fact that they lack the Onager. This means that defending as the Turks requires utilizing less conventional counters, using Light Cavalry and Mangonels against Crossbowmen, and Camel Riders and Monks against Knights. Their lack of the Elite Skirmisher and Pikeman upgrades are two massive holes. However, despite the excellent line-up of Turkish units, the Turks do have some notable weaknesses. Their defensive structures get all upgrades, and their Bombard Towers have +2 range. Their Champions and Archers are also both decent. Their Monks are solid, with all Castle Age upgrades and their production being boosted by the Turk's economy bonus. The Turkish navy is very good, only the Fast Fire Ship is missing. Furthermore, their Cavalry Archers are among the very best thanks to Sipahi. Their Light Cavalry free upgrades and 1 extra pierce armor, the latter making them great against archers. The Turks have a complete cavalry line-up, apart from the Paladin. Getting Chemistry for free means they are also very strong as an immediate option in the Imperial Age, giving them a strong Fast Imperial strategy. They have greater range (excluding the Hand Cannoneer), are created faster, and have more hit points. The Turks are a gunpowder civilization, with some of the best in this category. Team bonus Gunpowder units are created 25% faster.
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