Wondering if I've missed something, on the exploitation bar it says the Hittite's Awari outposts should extract science/money from surrounding tiles, but this doesn't seem to be the case (screenshot for reference).
The adjacent luxuary should provide +1 money and there's also two adjacent 'black earth' anomolies which should provide +2 science each. After attaching the outpost it didn't seem to change anything... Am I missing something? i thought the whole benifit of the Awari was this exploitation buff, (also does anyone knows does the Awari buff stays after being attached to a city or is it changed to a regular admin centre? The tooltips would suggest the latter)
The awari outpost (as all other outpost) should not extract science or money no, the tooltip must be wrong...
Please correct it as soon as possible. This problem appeared in the fourth Victor test. Of course, some people want to make mistakes to strengthen Hittite.
Hittites desperately need a buff. Either to the outpost, or legacy trait, maybe something like earn plus 10 influence per units defeated, or earn more experience when defeating units.
Not sure, but right now they are a bit underwhelming.
Yeah I'm inclined to agree, especially without the extra extraction from Awari. Seems like their legacy building does basically nothing compared to other empires and is only really beneficial in super niche scenarios, even then It usefulness may be limited
Radical proposal: Make the Hittites a bit more like the Myceneans, with the Awari being a Fortress Replacement that acts as a farmer's quarter.
Add the Scythinas with the Scythian Horde as a replacement to the Scout. Scythinas keep nomads, which can upgrade to Horde Units upon discovery of Carpentry and need a horse unit. Their Kurgan Mound replace outposts and can produce nomads, eventually producing Scythian Hordes.
The idea of the awari is ok, and it is also useful in most games. But it is not enough, obviously. To stay true to the general idea but turning its power up to 11, I think it should be possible to produce units in non-attached awari. Obviously, the influence or money buyout should not work, and units should cost pop and industry just as they would in cities. This would be very strong in the ancient era, while being ok in the classical, and then rather useless due to the escalating unit cost. The strategic possibilities that would be offered by building your army in 3-4 awari at the frontline, while your cities are busy with other things are quite nice though. And it would give the additional decision of attaching the awari at some point to get better cities and safer territories in exchange for the additional unit building possibilities.
Siptah suggestion is simple and effective, maybe also make awaris much harder to ransack? For example if normally it would take 4 turns to ransack an outpost in the ancient era, it would take 8 turns to ransack the awaris.
The farmer quarter suggestion could be used for the Assyrian Dunnu instead.
Awari is totaly broken. It works as ushual outpost! - It shoud ADD science and gold! but it don`t! - It should be used as Units spawn point, but it don`t! - it should add extra Influence as emblematic district, but it don`t!
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