I know the timing is a little bit awkward since a patch it’s going to hit soon, but I have time to spare today and I’m not likely to have in the next weeks and for the most part my changes are not going to overlap with the next changes anyway.
For the most part my changes aren’t something I’ve seen on other threads here or elsewhere, in order to try to give different perspective on how to fix things I think need to be fixed. Of course I might have missed something.
Archery ranges work 15% faster (previously 20%)
I think this change is needed for teamgames. It kinda breaks the rule of having military buildings working 20% faster as TB, but this one is way stronger than all others since it’s basically guaranteed that 2 players are going to produce archers both in 3v3 and in 4v4s on open maps in the current meta. Archers are also way easier to spam than knights in various stages in the game (expecially if the other flank is Mayans) and Britons are a better civ than Huns of TG aswell. This makes Britons basically a mandatory pick for open maps TGs so I think a slight nerf is well placed.
Flemish revolution effect changed to “infantry get +1/+1 armor, +0,1 speed and +3 damage against buildings”. Cost changed to 600F/400G.
Flemish militia available at TCs starting in the imperial age. Creation speed changed to 12 seconds (previously 14 seconds).
I think flemish revolution current effect needs to go for reasons explained millions of times already.
A possible compensation might be give burgundians better infantry late game, in exchange for the massive power spike lost with FR, expecially as a raiding unit since their hussars aren’t spectacular.
I prefer to have flemish militia already available at TCs since it’s a unit that burgundians quite need to deal with opponent camels/halbs and their production already comes at the disadvantage of villagers production.
Siege units have +1/+2 pierce armor in Castle/Imperial age
Walls have +1/+2/+3 pierce armor in Feudal/Castle/Imperial age
This might be rushed, since burmese are already going to get buffed versus archers, but I think that there’s a quite general consensus that imperial UT change won’t help them too much since it comes late into the game and potential ineffectiveness against arbs+halbs and cav archers.
I would be a big fan of simply give burmese 2nd archers armor upgrade, but alternatively these changes could help burmese to somewhat survive until they can make use of imperial UT.
Lose access to second TC in feudal
Barracks and Siege Workshops cost -75W too
Get access to Supplies, Heavy Camels and Siege Engineers
This is quite personal but I hate second TC bonus, it’s an extremely polarizing mechanic which does always deliever the same game every time the player decide to go for it.
I also don’t like the fact that interesting bonuses like earlier access to rams/capped rams and cheaper military buildings are partially overshadowed by the second TC bonus, I think they’re a concept that deserve a civ on their own to be more explored and played in an offensive inclined gameplay instead of used to strengthen a campy and booming gameplay.
Longer lasting resources bonus don’t affect huntables.
Foot archers (except Skirmishers) are 10%/15%/15% cheaper in the Feudal/Castle/Imperial Age (previously 10%/20%/30%).
Walls are 33% cheaper (previously 50%)
Plumed archers base cost decreased to 50W/50G (previously 55W/55G).
I think Mayans, most of any civ, need a nerf since not only they’re a very strong civ, but also very consistent and without basically any exploitable weakness that could hurt them except few very rare exceptions.
Their dark age is very strong with cheap walls, instantly loomed villagers to secure the base without taking risks, longer lasting early food sources as an eco bonus, eagle scout with improved LOS for better scouting and laming potential, and then the civ gets stronger and stronger with extremely cheap military that gets better and cheaper with ages. Even damaging their eco often don’t work versus Mayans due to how cheap their military is.
I think this needs to change, expecially I would target their dark age to take away some FC potential and leave them a little bit more open to some early aggression. On top of that, I think that 31 gold arbalest + 15% lasting gold sources is definitely too much, the unit is just too good to be so spammable and sustainable over time.
Plumed archers change is meant to keep them at a similar price to the one they already have.