Hello. I played AoE1 when I was a kid, and I also played AoE2, AoM (Age of Mythology), AoE3, and AoEO (Age of Empire Online). My rank is 1900+ in AOM and pr 39+ in AoE3. I’m not the best, but I’m not bad. I have played AoE3 for many years, so I have a lot of suggestions for AoE3DE. However, I wrote too many contents; thus, I made a title and subtitle list. If you’re interested for the title or subtitle, you can copy and search it.
My suggestions are that I adjusted or improved some unreasonable designs, units, buildings, cards, military benefits, economic benefits, civilization bonus, improvements, etc. The unreasonable things were buffed based on my suggestion in the beginning, then they can be nerfed according to the actual situation. There are a lot of ways to adjust the civilizations. For example, their maximum benefits were reduced, then making these civilizations easier to reach the maximum than before, or they have other buffs compensating for the nerfs. This can prevent the extreme economy or military. In addition, some civilizations were nerfed their economy, then their military were buffed, and vice versa.
The article is divided into two parts: General and Civilization Balance. The suggestions in General were usually systematic adjustment that all or some civilizations were adjusted because of some issue. On the other hand, the suggestions in Civilization Balance were always adjusted a civilization based on their civilization bonus, units, buildings, cards, improvements, etc. However, two parts didn’t repeat each other’s contents.
My bulleted list:
Tier 1:✦, Tier 2: ▴ , Tier 3:▹ , Tier 4: ◦, Tier 5: -, Tier 6: *
By the way, I’m not the Native Speaker in English. If there are some grammatical errors or writting inaccuracy, please forgive me.
▴New Buttons of Home City Shipment
▴Prevent Artillery to Change Mode
▴New Imperial Improvement
▴Legendary Native Warriors
▴Per-Shipment Experience-Points Required
▴HP, LOS and Build-time of House
▴ The c ost of Wall
▴Build-limit of All Economic Units
▴Upgrades of Unit.
▴Heavy Infantry and Light Ranged Cavalry
▴Trading Post and Native Embassy
▴Lease your population to Native Alliance.
▴Native Trading Post Give a Bonus.
▴Adjust All Europeans Combat Cards
▴Per-Shipment Experience-Points Required
▴New European Politician
▴ Revolution in the Deathmatch
✦ Church Cards (Europeans)
▴ Unique Civilization Improvements
▴ Reworked Church Cards and unique Civilization Improvements Changes
▹ British Church Cards and unique Civilization Improvements:
▹ Swedes Church Cards and unique Civilization Improvements:
▹ Dutch Church Cards and unique Civilization Improvements:
▹ French Church Cards and unique Civilization Improvements:
▹ German Church Cards and unique Civilization Improvements:
▹ Ottomans Church Cards and unique Civilization Improvements:
▹ Portuguese Church Cards and unique Civilization Improvements:
▹ Russians Church Cards and unique Civilization Improvements:
▹ Spanish Church Cards and unique Civilization Improvements:
✦ Big Buttons (Native Americans)
▴ Reduce the cost of Improvements
✦ Economic Improvement (Native Americans)
▴Economic Improvement from the Market, Farm, and Estate.
✦ Reworked Support Card (Native Americans)
▴Haudenosaunee Support Shipments
▴Lakota Support Shipments
▴Aztec Support Shipments
▴Inca Support Shipments
✦ Community Plaza (Native Americans)
▴Healers, Warriors Priests, and Priestesses
▴Inca Council Members
▴Card Changes and New Cards
▹The productions of all productive ceremonies
▹Garland War Ceremony
▹ War Ceremony and Charging Ceremony
▹Chimu Runner :
▴Description of the Civilization Bonus
▴ Building Changes
▴ The ability of the War Chief
▴ New Buttons of Home City Shipment
According to the screenshot, gives 2 new buttons of Home City Shipment for military shipment and economic shipment including crates.
The players usually want to set up a specific building to deliver economic units or crates, but the economic shipments are always delivered to a front-line building.
This problem is especially for the German and Indians whose civilization bonus will deliver Uhlan or Villager like ‘3 Settler Wagons and 2 Uhlans’ or ‘5 Sepoys and 1 Villager.’
Therefore, set up three buttons for players to use:
▹All are delivered to this building
▹Only military units are delivered to this building
▹Only economic units are delivered to this building
▴ Prevent Artillery to Change Mode
Artillery that must change the mode to attack has a mechanism that when the player moves Artillery to a place that Artillery exceed the range limit, Artillery will automatically change to Limber Mode. The mechanism is very convenient to use when there is no enemy, but If there have a battle, the automatic mechanism will be lethal.
Give a new button to prevent Artillery to automatically change to Limber Mode, but please don’t remove the automatic mechanism because it is convenient when there is no enemy.
▴ Lively Animals
The animals in AoE3DE have more energetic than AoE3. In AoE3, we need to drive animals towards Town Center, but the animals move less frequently than AoE3DE. It will give some civilizations a big advantage over the other civilizations especially Japanese or some civilization needing less food like Inca or Dutch because of their trickles. These civilizations just pay little attention to animals and can focus on other things.
▹ Reduce the frequency and distance of Animals’ movement
In later ages, Wood will become the scarcest resource.
▴New Imperial Improvement is available at the Capitol (Europeans) or Town Center (Native Americans and Asians) . It can change the cost of the military units from Wood to Coin.
▴Enable Legendary Native Warriors to change the cost of Native Warriors from Wood to Coin.
▹Food + Wood → Food + Coin.
▹Wood + Coin → Coin + Coin.
Wood will be used for buildings and improvements.
▴ Per-Shipment Experience-Points Required
There are many Infinite Cards in Age 4, but per-shipment experience-points required is 2500XP in the end. The experience-points required in the end is so high that it’s not worth to ship any Infinite Cards in Age 4.
I made the following diagram.
The blue line is original experience-points required, the orange line is experience-points required (adjusted), the gray line is Spanish experience-points required (adjusted), the yellow line is Indians experience-points required (adjusted).
The adjustment starts from the 14th shipment, which needs 1800 experience-points, then the experience-points required slowly increases until it reaches 2000 (Spanish experience-points required reaches 1800).
All shipments in Age 4 are less than or equal to 1800 resources. Therefore, the experience-points required was adjusted from the 14th shipment; thus, this change can keep the tempo in early age and make later shipments more valuable than before.
Some military and non-defensive building with build-limit should be recyclable (include Saloon, Native Embassy, Teepee, Kallanka). These Buildings should be given a button to recycle 75% of the cost of wood and destroy it in order to build a new one elsewhere.
It’s like Fixing Button. When this building is under attack, you cannot recycle the building. Recycling time is the time that 8 villagers build this building.
The economic buildings providing a steady trickle of resources include Factory, Church (XP trickle), Bank, Shrine, Kancha House, and Torp.
▹Kill XP Bounties
Kill XP bounties of the economic building should be 3 times its build XP bounties.
This change is like Manor House to encourage players to destroy it.
There are many reasons to explain why the buildings providing a steady trickle are more powerful than a villager even if they have the same gather-rate.
◦The economic buildings don’t need to move to other place to gather the new resources, so they can save time. Villagers need to move even when they work at Mill or Estate, so their gather-rate is 80% efficiency or less.
Do you know why villagers have the different Work Rate to gather the resources? Because they have different pattern to gather the resources. When the villagers hunt, the animals will run away, and the villagers will trace them. In the game, we have taken advantage of this behavior to drive the animals towards our Town Center. However, the move of shooting and tracing animals always waste the gathering time. Fishing and berry gathering have a slower work rate than hunt, but when Fishing Boat or villagers find the resources, they can just stand there to gather Fish or Berry until they run out of the resources, which means that the villagers or Fishing Boats gather the Berry and Fish like a trickle, but trickles are still stronger than fishing or gathering berry due to the following paragraph.
◦The buildings are always working without your control, but your villagers will be idle when they finish the work.
◦The buildings have more HP than villagers, which means that the buildings are more difficult to ‘kill’ than villagers; therefore, when opponent’s cavalry is coming, your villagers will run away or hide in the Town Center. However, the economic buildings are still working. Cavalry usually have less siege damage than Heavy Infantry or Artillery, so they usually don’t attack the building.
◦The buildings don’t occupy the population and some building support the populations.
◦It takes 25s to train a villager by a Town Center, but you can build many buildings at the same time and spend less than 25s to build each building. Furthermore, you can train a villager and build the buildings at the same time, then your economy will boom.
◦If the build-limit of villager don’t decrease, then the buildings can provide a good economy with 99 villagers in later ages; thus, most Europeans have a better economy with 2 Factories in later ages than Native Americans (except Inca).
In addition, Dutch and Japanese decreased the build-limit of villager because their Banks and Shrines can provide an additional trickle in early age (Europeans must ship 2 shipments in Age 4). Even so, Japanese are still very strong in team game because their economy can easily boom and their military are stronger than many civilizations.
However, the new civilizations don’t be decreased the build-limit of villager, and Kancha House and Torp will help them boom.
Some more detailed balance adjustments I will put in the paragraphs of individual civilization balance especially Kancha House, Shrine and Torp trickle; therefore, I will focus on systematic adjustments in the following paragraphs.
▴HP, LOS and Build-time of House
Because Shrines and Torps are built everywhere, they should be decreased HP and LOS. House is not an Outpost. It should not provide a good sight. The build-time of those House should be adjusted for balance too.
▹A ll House LOS decreased to 1.
◦House HP decreased to 1000 (from 1200).
◦Manor House HP decreased to 1500 (from 1800).
◦Kancha House HP decreased to 1200 (from 1500).
◦Torp HP decreased to 1000 (from 1500).
◦Shrine HP decreased to 800 (from 1600).
◦Village HP decreased to 2000 (from 2500).
◦Indians House HP decreased to 900 (from 1000).
◦Longhouse HP decreased to 1500 (from 1800).
▹ The Build-Time of House
The build-time of House is 10s per-villager. The build-time of Manor and Village are 20s per-villager. Kancha House, Torp, and Shrine have very strong economic benefits, so they should be increased the build-time.
◦Kancha House build-time increased to 20s per-villager (from 15s).
◦Torp build-time increased to 20s per-villager (from 15s).
◦Shrine build-time increased to 10s per-villager (from 15s), but their Monks build Shrine at the same effectiveness as 0.5 villager because they have 2 Monks in early-age. Therefore, it takes 20 seconds for a monk to build a Shrine.
This change will suppress Shrines and Torps built everywhere.
▴ The c ost of Wall
▹The cost of Wall is very unreasonable
According to the screenshot, Walls of the red circle cost 25w, Walls of the yellow circle cost 25w, Walls of the blue circle cost 10w, and Tower (Walls) of the green circle costs 5w.
The players in Supremacy built Walls and deleted the base of Tower like the blue circle to reduce the cost. Some players said, “It is wood waste to build Tower!”
Someone may ask, “If they delete the base of Tower, there will be a gap to invade, right?”
But it’s not a big issue in Supremacy. Walls can still protect Archer and Rifle units from Heavy Cavalry attack.
Furthermore, there are many ways to block the small gaps.
Archer and Rifle units can easily protect Walls against the rush. Heavy Infantry will be killed by them, and Heavy Cavalry can’t get close to them.
For some situations, Walls are so cheap that some offensive civilizations are too hard to rush them. e.g. Russians vs Japanese.
◦HP and Cost of Wall should be calculated by length
◦The cost of Wall ranges from 5w to 15w. (Increase the maximum cost)
◦HP of Wall ranges from 500 to 1500. (Decrease the minimum HP)
◦Tower costs 5w and HP is 1500. (It is the same as the original Wall, but it has the minimum cost and maximum HP because of the shorter barrier.)
◦Improved Buildings: -40% the cost of Wall
◦Team Improved Buildings: -20% the cost of Wall
◦Extensive Fortifications: +25% HP of Wall
◦Extensive Fortifications 2: +25% HP of Wall
◦Castrametation: Enable Explorer to build Wall
◦Yamashiro: +25% HP of Wall
◦Aztec Fortifications: +25% HP of Wall
◦Stone Tower: +25% HP of Wall
Increase the practicality of the above cards.
▴ Build-limit of All Economic Units
I think there should be a total limit on economic units. It will be easier to balance in the future.
For example, Dutch or Japanese have 20 Fishing Boats, 50 or 75 villagers, and Banks or Shrine. Of course, their troops will beat you.
▹ Fishing Boat build-limit decreased to 50 (from 100)
To prevent fishing cards from becoming too powerful.
All economic units set a Work-Points based on their work efficiency. (except some economic units from treasure, Cree, Consulate. Because they are additional bonus.)
◦Setter, Villager, Citizen, and Fishing boat: 1 work-points.
◦Coureur: 1.24 work-points.
◦Setter Wagon: 2 work-points.
▹ The Limit of Work-Points
The limit of work-points is 110 (the Dutch is 60, the Japanese is 85.) When the civilization reaches the limit of work-points, then it cannot train any economic units that have work-points.
▴ Upgrades of Unit.
The upgrades of unit that is not good against Infantry or Cavalry should decrease the cost.
Because these units are not usually cost-effective for upgrade, not many will be trained. If their upgrades cost were lower than the other units, it would increase the usage of certain units in later ages.
This is a systematic adjustment. Even though, some of them are not rare to use, but they are usually weak against any Infantry or Cavalry, or other reasons that you don’t want to train too many this kind of units.
▹ Europeans : Mortar, Culverin, Oprichnik
◦Mortar, Culverin : The upgrade cost decreased to 125f, 125w in Age 4 and 750w, 750c in Age 5.
◦Oprichnik : The upgrade cost decreased to 300w, 300c in Age 4 and 750w, 750c in Age 5.
(I know Oprichnik is powerful to destroy your economy, but the Russians players rarely trained too many Oprichniks in Supremacy)
▹ Native Americans : Arrow Knights, Mantlet, Ram
◦Arrow Knights, Mantlet, Ram : The upgrade cost decreased to 200w, 100c in Age 4 and 750w, 750c in Age 5.
▹ Asians : Hand Mortar, Flail Elephant, Siege Elephant, Yabusame Archer, Morutaru.
◦Hand Mortar, Morutaru, Siege Elephant : The upgrade cost decreased to 125f, 125w in Age 4 and 750w, 750c in Age 5.
(There is an issue about Chinese upgrades in the paragraph of Civilization Balance)
◦Flail Elephant : The upgrade cost decreased to 100w, 50c in Age 2, 300w, 300c in Age 4 and 750w, 750c in Age 5.
◦Yabusame Archer : The upgrade cost decreased to 300w, 300c in Age 4 and 750w, 750c in Age 5.
According to the usage of Artillery, there are some suggestion:
◦ HP increases to 350 (from 280),
◦ The speed increases to 5 (from 4)
In Supremacy, there are fewer players use Culverin against Artillery because most players use Falconets to counter the Opponent’s Falconets that are good against Infantry and Building. Culverin is just good against Artillery and Ship, but Falconets can also take Culverin’s job and do more than it. Even when your opponent use Culverin to counter your Falconets, you can use Heavy Cavalry or Light Ranged Cavalry to kill them like a Falconets because their HP are very close.
▹Horse Artillery :
◦ The speed decreases to 5 (from 6)
As an Artillery, Horse Artillery is too fast especially for Trunnion increasing the speed of Artillery by 15% at the Advanced Arsenal. The speed of Heavy Cavalry will be even lower than Horse Artillery.
▴ Archer Aim
Units needing to aim at the target to shoot are weaker than those can shoot directly with the first shot. Because one cannot ‘kite’ and the other can.
Another problem is that if the target just died, archer must aim at the new target again, which means that the previous attack was wasted.
Archers in the reality can shoot quickly without even aiming, but they cannot do it in the game.
Needing to aim, the only one that is not weak is Longbowman.
Longbowmen have the longer range than most of infantry and cavalry, so they won’t be kited.
However, Longbowmen still have the problem of wasting firepower, so they are only good at handling units with high HP.
▹Short-ranged infantry and cavalry needing to aim should remove the time to aim for the first shot.
Some long-ranged infantry can retain the aiming time of the first shot (like Longbowmen or Arrow Knights)
If this adjustment makes some units too strong , then adjust their HP, ATK, or speed.
▴ Cavalry Archer
I have to say Cavalry Archers are a strange design. Cavalry Archers ranged and hand attack are the same rate of fire, but the damage of hand attack is half of the damage of ranged attack. It’s different from Dragoon’s design.
Cavalry Archers include Comanche Horse Archer, Manchu, Bow Rider, Yabusame Archer (Eager Runner Knight have the same problem)
In addition to the aiming issues above, I have the following suggestions:
▹Adjust Hand Attack damage to be the same as Ranged Attack damage.
▹Adjust Hand Attack multiplier vs Artillery to be the same as Ranged Attack.
▹Adjust Hand Attack multiplier vs Cavalry and AbstractCoyoteMan to be the same as Ranged Attack.
▹Adjust Hand Attack multiplier to 0.8x vs Infantry (from 1x).
▴ Heavy Infantry and Light Ranged Cavalry
Other types of units are relatively balanced, but Heavy Infantry has some balance issues.
In theory, Heavy Infantry can defeat Heavy Cavalry and Light Ranged Cavalry, but they cannot defeat them well because of speed.
Heavy Cavalry has the options to decide whether to approach Heavy Infantry or not. It is not like Light Ranged Cavalry whose speed is usually faster than Heavy Cavalry, and they can defeat Heavy Cavalry by kiting.
Skirmishers, Heavy Cavalry, Light Ranged Cavalry, and Artillery can do their job well, but Heavy Infantry can’t. Everything they can do will lose to the other units.
Against Heavy Cavalry, Light Ranged Cavalry is better than Heavy Infantry due to the speed.
Against Light Ranged Cavalry, Skirmisher is better than Heavy Infantry due to the range.
Against Building, Artillery is better than Heavy Infantry due to damage and the range.
Against Villager, Heavy Cavalry is better than Heavy Infantry due to the speed and damage.
Furthermore, Skirmisher, Artillery and Lancer have a huge multiplier against Heavy Infantry or Infantry.
Because Heavy Infantry is slow and has short range or no range, the players almost use Skirmisher and Light Ranged Cavalry instead of Heavy Infantry.
I have the following suggestions:
▹Light Ranged Cavalry (except Rifle Rider) Ranged Attack deals 0.5x Hand Infantry (from 1x), 0.8x Ranged Infantry (from 1x), 4.5x AbstractCoyoteMan (from 2.25x), and 1.25x AbstractEagleRunner (Please refer to the paragraph of civilization balance of Inca.)
Because the units of AbstractCoyoteMan usually have the tag of Hand Infantry, the calculation is 4.5x0.5x = 2.25x, and the units of AbstractEagleRunner usually have the tag of Ranged Infantry, the calculation is 0.8x1.25x = 1x
▹Flint Lock (Advanced Arsenal):
◦Move to Age 3 (from Age 2)
◦Add 2 Maximum range to All Musketeer.
▹Paper Cartridge (Advanced Arsenal):
◦Move to Age 3 (from Age 2)
◦Add 2 Maximum range to All Musketeer.
(Musketeer include Carolean, Nizam Fusilier, Ashigaru Musketeer, Sepoy, Janissary, Tomahawk, Scottish Highlander, French Fusiliers)
▹All Musketeer (except Nizam Fusilier) ranged attack deals 0.8x vs Infantry (from 1x) and 1.25x vs Heavy Infantry (from 1x). (To balance their maximum range increased.)
Another problem is that Melee Heavy Infantry is the weakest unit in the entire game. We know that melee weapons have gradually lost their stage in history, but this is a RTS game. Some civilizations rely on melee heavy infantry or are designed for these melee Heavy Infantry like the Spanish, but civilizations with Musketeers can easily defeat them, even in melee combat.
I have the following suggestions:
▹Grenadier ranged attack deals 1.5x Heavy Infantry (from 1x)
▹All Musketeer (include Carolean, Nizam Fusilier, Ashigaru Musketeer, Sepoy, Janissary, Tomahawk, Scottish Highlander, French Fusiliers) hand attack deals 0.8x vs Infantry (from 1x) and remove Carolean 1.25x melee multiplier against Heavy infantry.
Musketeers still have the advantage of ranged attack to shoot the units that don’t have ranged resistance, and their hand attack just deal with Cavalry.
▹All Melee Heavy Infantry hand attack deals 0.67x vs Infantry (from 1x).
▹All **Melee Heavy Infantry (**except Jaguar Prowl Knight and Lightning Warrior) hand attack deals 1.5x vs Heavy Infantry (from 1x)
(A unit usually have different types to be countered. Pikeman or Musketeer have the types of Infantry and Heavy Infantry at the same time. Therefore, when a unit deals 0.67x vs Infantry and 1.5x vs Heavy Infantry to hit Pikeman or Musketeer, then the damage multipliers will be 0.67x * 1.5x = 1x)
▹Jaguar Prowl Knight hand attack deals 4.5x vs Heavy Infantry (from 3x)
▹Lightning Warrior hand attack deals 3.75x vs Heavy Infantry (from 2.5x)
(Because all melee Heavy Infantry deals 0.67x vs Infantry, the damage multipliers that they hit Pikeman or Musketeer will be 0.67x * 4.5x = 3x or 0.67x * 3.75x = 2.5x, which equal to original damage multipliers.)
▹All Melee Heavy Infantry hand attack deals 1.25x vs Mantlet (include Huron Mantlet), 1.5x vs Rams, and 1.5x vs Tiger Claw (because he has the types of Shock Infantry and Infantry)
Calculated the cost-efficiency of these Heavy Infantry to discuss their melee issues
Hunting rate is 0.84f/s, logging rate is 0.5w/s, and mining rate is 0.6c/s
Calculate the working time (second):1/0.84 =1.19s, 1/0.5 = 2s, and 1/0.6 = 1.67s
E.g. Musketeer: 75f + 25c = 75x1.19 + 25x1.67 = 131s. Pikeman: 40f + 40w = 40x1.19 + 40x2 = 127.6s.
According to the calculation, Musketeer is slightly more expensive than Pikeman. But the few advantages of Pikeman are speed, siege attack, and the shipments sending more units.
▹Adjusted to the following table, there are all Heavy Infantry except Native Warriors or Mercenaries (I just give some examples).
These changes will test the players’ control skills to use Melee Heavy Infantry or Musketeer. When you use Melee Heavy Infantry to counter Musketeer, you should surround Musketeer in a short time. When you use Musketeer, you can kite them or shoot them as the screenshot below.
✦ Native Alliance
In Supremacy, no one want to use Native Warriors because of the build-limit exactly limiting their limit. The benefits of both shipment and improvement are limited by it.
Someone may say if you can’t train a lot of Native Warriors in later ages, you can train them in the early ages. But the location of Native Trading Post is fixed. If you want to train Native Warriors in a specific location, you must build an additional Native Embassy. This leads to high initial costs, but you can only train a few Native Warriors that are not stronger than ordinary units.
I have the following suggestions:
▴ Trading Post and Native Embassy
▹When you build a Trading Post and forge an alliance with the first Native Ally, the first Native Ally will give you Cords of 200 Wood for free to your Town Center (Just the first one will give you 200w).
▹Native Embassy the cost decreased to 50w (from 100w)
The above changes are to lower the threshold of initial cost.
▴ Lease your population to Native Alliance.
▹Give Buttons to lease 10 or up to 20 pop to one Native Trading Post. 10 pop equals 1000 resources, which allows allies to increase their build-limit. For example, Cherokee Rifleman costs 60f + 60w, then you lease the 20 pop to one of Trading Posts. Build-limit of Cherokee Rifleman increase to 32 (from 16). The calculation: 1000x2 (by leasing 20 pop) / (60+60=120) + 16 (original build-limit) = 2000 / 120 +16 = 16.67 + 16 = 32.
If you have 2 Trading Posts of them and lease 20 pop to each Trading Posts, build-limit of Cherokee Rifleman increases to 64 (Your populations is up to 160 by leasing 40 pop, and you can lease up to 40 pop for all Native Trading Posts).
Lease Button is like Consulate Buttons that can change Export Rate by gathering resources slower.
This change strengthens the benefits of both shipments and improvements for Native Warriors.
▴ Native Trading Post Give a Bonus.
▹Native Trading Post give a bonus to Military or Economic Units like weaker Golden Pavilion. For instance, one Cheyenne Trading Post grants an additional +5% Cavalry HP, and two Cheyenne Trading Posts grant +10% Cavalry HP until you lose these buildings. It is also like Consulate to choose a European power that will give you a bonus.
This change encourages players to build Native Trading Post to strengthen their units.