10 Balance Issues The Devs Should be Addressing | AoE2: DE

Ornlu really HATE bohemian 11

Unfortunately, that’s the wrong approach.

If you produce 16 vills and then click to advance to the Feudal Age, you will have invested 80 extra food (5×16), and in the best-case scenario you will have gained 4% extra food compared to a standard civilisation (so around 20–25). So at that point, you’re 50-60 gathered food behind the generic civ.

Opening MaA will be harder, and that will remove the option to produce two militias before clicking to enter the Feudal Age.

And that’s why the devs set off with extra food, to make up for the dreadful start.

The Romans do not have free or discounted dark-feudal age stuff, unlike the Bulgarians, Goths, Burmese, Incas, Malians and Magyars. They have to pay 100 food to get the bonus (2x Scale Mail Armor). So the extra gathering during the Dark Age and the early Feudal Age is already going somewhere.

No, really, it would only make the game worse. Even if it were just 55 food per vill, it would result in the civ with the worst Dark Age in the game. At that point, the devs would have to scramble to fix it by giving the Romans an extra 50 food at the start, which would be a repeat of something we’ve already seen.

So shall we start penalising the Aztecs and the Maya as well? Why?

Probably because he plays a lot of Rageforest.

They definitely should so it doesnt look visually silly. Supposedly giant cannonballs dropping on battering ram and they sustain like almost no damage. There should be splash damage to villagers repairing them, too. If there already is, then more

In 1v2 they already have a big advantage by collecting 2x the amount of resources as me, making 2x the # of military, and coordinating/timing their attacks on me to hit at the same time, and it is 1v2 in trying to get relics. That is all fine… that is even in the sense of it just being 2 individual players against me. What isnt as fair is they then trade with each other and start rolling in the dough $$$ for much of the match. That’s where it gets way unfairly imbalanced in a way that I can’t compete with because I can’t do anything similar.

I hate 2v3 because AI teammate continually pesters me for resources it doesn’t need, and then goes rogue and wipes out enemies when I want it to stand back. Plus, the game probably slows down or is more likely to have issues, since I play on 400 population.

And I like econ building. I shouldnt be forced to go try to claim enemy resources for myself. Usually I can’t anyways because they time their attack on me to hit at same time. Try to fend of 2x or 3x the amount of military as you, and then deal with the endleas streams/waves of AI military coming at you… with defensive structures that are nerfed, and siege units that are virtually indestructible to towers and castles, and even some units… while trying to claim their resources? Plus, sending your villagers away on a cross-country no-resource-collecting trip to do so? Not in my cards. Besides, Arabia and whatever maps I play have enough gold piles near me to last a long time since they are seemingly bottomless piles compared to CE and HD

Mining for gold rate may be faster(?), but once you, ideally, have a steady stream of carts – like they get the luxury of – there is no comparison. The AI no longer have to put as many villys on gold since they have carts or cogs pulling that in for them. Their villys can go collect other resources, go help construct buildings faster without sacrificing gold income, etc. And nowadays can’t you use market carts or cogs to bring other resources except gold, too? Just saying, trade carts/cogs amplify their power exponentially --and unfairly, imo

PS: Good luck sending carts to their markets in the back of their bases :sweat_smile: There’s no way they are getting through the streams of troops coming at you, and even if they do they will then get shot down by their castles and troops at home. Sure, if I eliminate one AI, I’ll sometimes wall/tower that market off, make a wall from their base to mine, and trade with it until I have 100K gold for fun… but that’s rare and I don’t prefer that. If I’ve killed one AI, me market-trading at that point is pretty useless. At that point my military and econ are already well-established and I can control the gold and stone piles around their TC area AND go kill the 2nd AI

You think its still selling well?

I agree, all upgrades to mangonel are really expensive and not worth it imo especially siege onager.

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Not necessary to give hoardings but nerfing the potential to drop multiple castles is a decent change.

Non-castle Elephant units need a rework, with halbs doing lesser damage vs them, some changes wrt default conversion times/ability. That’ll automatically balance Burmese. Don’t mind the Elephant archer addition but don’t think its necessary.

Most inappropriate change and pretty sure Ornulu wouldn’t have said Byz are weak or need a buff for their mid game. They’re already strong in the early low eco imp + fast push style gameplay. This change is going to give them more options at that stage. Ideal fix for Byzantines is to nerf the skirmisher gameplay in general by making other strategies more viable. That’ll automatically weaken them.

Ornulu mentions the church being problematic because of its ability to protect vills and harder to raid those civs. Which means church garrison capacity or build time should be nerfed, not the only Georgian eco bonus.

Like the idea of removing one of the most pointless UT but wouldn’t prefer this replacement.

Sure. But generic nerfs to skirms should be sufficient.

Lol, no absolutely not. If you watch Viper’s review of Ornulu’s video, he’ll clearly point out how Romans have very limited options in imp. Infantry spam with a few supporting Centurions isn’t something that scales at higher elos. Lack of bracer, gunpowder, last upgrades in stable already balances out the stronger early and mid game.

That’s a nice change too.

Again a bad change. If Sicilians survived until first crusade, hauberk full upgrades on infantry and cavalry, they’re going to win. Problem is they’re too weak to get there. Towers need general changes, Donjons, serjeants need a rework to balance them.

Not sure what this means but it doesn’t seem like a balance change.

I liked that too. In addition, I feel their secondary projectiles should get bonus vs skirms so that the only option for skirms against mangonels is to run or wait for support units to take out the mangonels.

As I mentioned a few posts ago, it’s the default setting.
One reason some civilisations don’t have it is for balance:

  • Huns are already very good at the trebs-war, and besides, it would be ridiculous
  • Koreans have extra stone income to work with, and I think the developers wanted to focus on the towers at the time
  • Bulgarians who focus on the Kreposts
  • Chinese for the UT tech?
  • Romans repair faster, but that seems like a weak reason to me

Or to differentiate two civs hen they release a DLC.

  • The Maya and the Jurchens as civilisations that defend themselves well (have Hoardings)
  • The Aztecs, the Huns and the Khitans as aggressive civilisations (so not Hoardings)

For Bengalis / Burmese / Ethiopians / Malay / Portuguese / Tatars I haven’t a clue. Yeah, Mongols have Hordings.

PS. Feitoria gives stone, here is the explanation for the Portuguese.

I think the nerf I would recommend first is -5 wood cost +5 food cost.

I would prefer a decreased upgrade cost. And potentially a faster research speed. Only the tip-top pros would even be able to tell there was even a change with an increased projectile speed. But faster or cheaper research cost would allow the player to just get more units.

On the other hand, a QoL feature I have long wanted is the ability to tell units to attack ground in a selectable radius. Then if you have three or four onagers or bombard cannon you wouldn’t always have so much overkill.

I wouldn’t prefer that, it has to be a strict nerf implying net increase in resources or amount of damage taken by towers, tc, siege or cavalry units.

Problem with the mangonel line is in castle age when the slower projectiles lead to split or dodge more often. If its increased by 20% it will get harder to micro foot ranged units against mangonels. They’re fine in imp imo but wouldn’t mind a reduced upgrade cost for reduced benefits to onagers to give SO civs a clear advantage.

Love your QOL suggestion but would want that to be available only for onagers and SO, not canons. Will be impossible to kill Ethopian canons and Houfnice.

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Unpopular opinion: Mule Carts should be able to collect fish from villagers

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It’s not unpopular, is ilogical, as mule carts replace wood and mining camps, not the mill

  • Make camels the same speed as Light Cav, so we won’t get a movement penalty when mixing camels with Light Cav. I also wouldn’t mind giving them a few attack bonuses against cav archers and elephants.

  • Decrease Bombard Cannon accuracy to something like 80%, so they’ll be slightly better against masses but slightly worse against trebs.

  • Increase the projectile speed of Longbowmen to differentiate them more from the Briton Arbalester.

  • Make Samurai die upon conversion by default. Continue keeping Heresy away from the Japanese.

  • Decrease Skirmisher melee armor by 1.

  • Janissaries should automatically get +1 range upon reaching Imperial Age. The Elite upgrade wouldn’t give any extra range anymore.

  • All CA or equivalent units (including Hussite Wagons, War Wagons, and Elephant Archers) feel a bit too good to me. Maybe they should all get a tiny proportional nerf (excluding Mangudais).

Excuse my ignorance but why are we nerfing a balanced civ because it’s “annoying”? Organ guns are quite squishy and the Feitorias are mid at best. I’ll recognize that yes that might be annoying for monks to counter siege which then prevents handling organ guns. Respectfully, just seems silly. There are other balance issues that are more pertinent in the game. I disagree with the above stated changes for Portuguese personally

I think camel speed should remain the same for realism sake BUT bonus against Cav Archer is good, maybe not elephants.

I like this idea too, making bombards slightly less accurate

love this too

Not sure I like this, but swordsman should be viable against skirms.

Wanted to talk about this one a little more. I think Cav Archers are starting to get on the community’s nerves a bit. I feel like some civs shouldn’t have access to them and the civs that do should have -5 HP (MAYBE -10 but that seems to be aggressive) to be squishier. That would be 40-45 → 50-55 HP instead so they fill the hit and run role. Scared of seeing them nerfed as they’re fun but could use a small SMALL balance pass

There has been talk for some time now of adding another 2 seconds to the CA creation time

You’ve been reading too much Japanese revisionist history

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Maybe add some bonused shock armor. Like 2 (3) [5] so most infantry aren’t great but swordsmen get a bonus

Champion is amazing against skirms with Crop Rotation and Guilds.

50 food = 5.45 wood

20 gold = 117.65 food = 12.84 wood

Champion = 18.3 wood


While for the skirmisher:

25 food = 2.73 wood

35 + 2.73 = 37.7 wood

Champ’s gold cost is misleading. In fact, they are theoretically 2 times cheaper than skirms!