A lot of suggestions for AoE3

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.

Bulleted list:



New Buttons of Home City Shipment

Prevent Artillery to Change Mode


Lively Animals


New Imperial Improvement

Legendary Native Warriors

Per-Shipment Experience-Points Required


Recycle Building

Economic Building

HP, LOS and Build-time of House

The c ost of Wall


Build-limit of All Economic Units

Upgrades of Unit.


Archer Aim

Cavalry Archer

Heavy Infantry and Light Ranged Cavalry

Native Alliance

Trading Post and Native Embassy

Lease your population to Native Alliance.

Native Trading Post Give a Bonus.

Revolutions (Europeans)

Adjust All Europeans Combat Cards

Per-Shipment Experience-Points Required

New European Politician

Card Changes

Unit Changes

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


People Ceremony


The productions of all productive ceremonies

Founder Ceremony

Garland War Ceremony

Tokala Ceremony

Moon Ceremony

Supay Ceremony

Charging Ceremony

War Ceremony and Charging Ceremony

Civilization Balance


Bolas Warrior:

Unit Changes

Huaracas :

Chimu Runner :

Card Changes

Building Changes



Kancha House




Leather Cannon

Description of the Civilization Bonus

Card Changes


Building Changes

Card Changes


Card Changes


Card Changes



Civilization Bonus

Card Changes


Civilization Bonus


Card Change


Building Changes

Units Changes

Card Changes


Unit Changes

Card Changes


The ability of the War Chief

Card Changes

Unit Changes


Building Changes

Building Changes

Card change


Recycle Building


Tashunke Prowler:

Card change


Banner System:

Unit Change

Card change


Unit Change

Card change

Asian Wonder


Unit Change

Card change

Asian Wonder

Shrine Trickle

General Summary

Civilization Summary



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.


Recycle Building

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.

Economic 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

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.)

Card Change

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:

Culverin :

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:

Cavalry Archers:

▹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.


Revolutions (Europeans)

Those new and reworked revolutions are very interesting. Therefore, I have some suggestions for Revolution.

The design of Revolution originated from Ragnarök in Age of Mythology.

Ragnarök converts all the player’s Gatherers and Dwarves into Heroes of Ragnarök.

Heroes of Ragnarök are very strong with a large attack bonus against myth units.

But Revolutionaries are not as strong as Heroes of Ragnarök.

However, Revolutions have their own Deck.

Adjust All Europeans Combat Cards

Adjust All Europeans Combat Cards (include HP, Attack etc.) to affect revolutionary units. For instance, Musketeer / Grenadier Combat (III) can affect Nizam Fusilier (Egypt). The Combat Card can not affect Revolutionary for balance issue, but it can affect the other units. Because some Europeans’ cards cannot affect Musketeer-type units. Revolution will convert all Settlers into Revolutionaries, so it is unfair on some civilizations. However, Nizam Fusilier or the other revolutionary units including Mercenary, unique units, and improved units must be built by yourself or be delivered by shipment.

This change will strengthen the features that different civilizations select the same revolution.

Per-Shipment Experience-Points Required

Revolution should reset per-shipment experience-points required.

Many gameplays of Revolutions are based on the shipments.

Furthermore, the shipments of Revolution do not come from Home City but the colonies, right?

New European Politician

New European Politician: The Revolutionary (IV) replaced The Papal Guard (IV) or The Logistician (IV)

The Papal Guard (Guard Pikemen + Royal Guard Crossbowmen)The Revolutionary (IV) decrease the cost of Revolution to 500f, 500w, 500c (from 1000f, 1000w, 1000c)

(I know the Spanish players will kill me if The Papal Guard is replaced by The Revolutionary)

The Logistician (Fort)The Revolutionary (IV) decrease the cost of Revolution to 500f, 500w, 500c (from 1000f, 1000w, 1000c)

Card Changes

Because per-shipment experience-points required was reset, some cards that directly deliver military units need to be reduced a bit except some cards that indirectly deliver military units (e.g. Building spawn a unit)

Revolution will ‘kill’ all your villagers, so this is different from the early age.

Therefore, the following cards need to be adjusted.

Citizenship, and Citizens (Egypt) : Citizens (Settlers) cost decreased to 50c (from 70c) and build-time -50% (from -0%).

Dhimma (Barbary States), Aceh Pepper Exports (Indonesia), Minas Gerais (Brazil), and Salitrera (Chile) : Settlers cost decreased to 70f (from 100f) and build-time -50% (from -0%).

Northern Wilderness (Finland) : Karelian Jaegers cost decreased to 70w (from 100w) and build-time -10% (from -0%). Enable Karelian Jaegers to gather resources in Mills and Estate.

Sepoy Resistance (India) : Villagers cost decreased to 70w (from 100w) or 70f (If you send the card of the Raj), and build-time -40% (from -0%).

Tupac Rebellion (Inca) : Villagers cost decreased to 70f (from 100f) and build-time -40% (from -0%).

Unit Changes

Enable Karelian Jaegers (Finland) to build Docks. Finland Revolution can’t train villagers anymore. I think it is very important to build Docks.

Enable Trek Wagons (South Africa) to attack move. Trek Wagons should be like the War Wagons.

Revolution in the Deathmatch

The Revolution needs to lower the threshold in Supremacy. What will it happen in Deathmatch?

In Deathmatch, you have a lot of resources at the beginning, but you can’t advance to Imperial Age. In Supremacy, you always consider why I should choose Revolution instead of Imperial Age? The cost of advancing Imperial Age is 5000f and 5000c, but the cost of Revolution also needs 2000f, 2000w, and 2000c. When you advance to Imperial Age, your military and economy will improve drastically. However, Revolution will lead to your economy crash, but your military may difficultly achieve the decisive victory.

However, there is no problem in Deathmatch. I hope Revolution can be buffed in Supremacy, but it is also interesting when Revolution is active in Deathmatch.

Church Cards (Europeans)

Church Cards are generally weak (the Dutch are forced to use it). Native Americans have their own Ceremonies and Big Buttons. Asian have their own unique Monastery Improvement, Wonder Power, and Consulate. Why can’t Europeans have their unique Church Improvements by default?

Unique Civilization Improvements

Unique Civilization Improvements from Church Cards are available at Church by default.

Original Church Cards move to Age 1 (from Age 2), deliver a Church Wagon, reduce the population cost of Priest and Missionary to 0, and grants the new benefits based on civilization. (The benefits may be designed based on the Achilles heel of civilization, less used units, or less used cards, etc.)

Since this is a systematic adjustment for Europeans, the content of this paragraph does not include the part of individual civilization adjustments, and the content here will not be repeated later.

Because the Church cards redesigned are the Europeans unique benefits, they will stronger than the other cards in Age 1.

Reworked Church Cards and unique Civilization Improvements Changes

British Church Cards and unique Civilization Improvements:

The Glorious Revolution:

-Yeomen (III): Grant Longbowmen +0.75 vs Heavy Infantry

-Musketeer / Grenadier Combat (III): Add 4 Grenadier’s maximum range.

-Thin Red Line: the speed of Musketeer increases by 10%.

Thin Red Line:

-Move to Age 4 (from Age 2)

-Set the cost of the improvement to 1500w (from 0w)

-The speed of Infantry increases to 0% (from -25%)

Swedes Church Cards and unique Civilization Improvements:

◦Treaty of Roskilde:

-Barracks: Enable to train Crossbowman (Age 2) and their ‘Veteran’, ‘Guard’, and ‘Imperial’ upgrades are available.

-Mercenary: The cost decreases by -20% (from 0%).

-Swedes Explorer: Enable to build Torp.

Push of Pike (II):

-Set the cost of the improvement to 250w (from 0w)

-The build-time of Hand Infantry decrease to 0% (from +15%).

Dutch Church Cards and unique Civilization Improvements:

◦Religious Freedom:

-Every time you build a Bank, Banks will increase Coin trickle by 0.05 (+0.018%). The more Banks you build, the more Coin you take. 11 Banks will give (0.05*11)/2.75 = 0.55/2.75 = 0.2 = +20%.

(Please prefer to the paragraphs of individual civilization adjustments, other restrictions will be imposed on Dutch)

◦Coffee Trade:

-Move to Age 4 (from Age 2)

  • Militaries speed -10% → Maximum population limit -10 pop.

French Church Cards and unique Civilization Improvements:

◦Edict of Nantes:

-Thoroughbreds (IV):

*The Cost of Cavalry decrease by 20%.

*Remove the cost of reduction for Cuirassier.

-Coureur: The build-time decreases by -15% (24.65s).

-Wilderness Warfare (II): HP increase to 25% (from 20%).

◦Code Napoleon:

-Move to Age 1 (from Age 2)

-Set the cost of the improvement to 300w and 300c

-The cost of Building decrease to 0% (from 50%).

German Church Cards and unique Civilization Improvements:

◦Treaty of Westphalia:

-Germantown Farmers: The population cost of Settler Wagons decreases to 1 (from2)

-Mercenaries Loyalty (III): Grant +10% of HP and Attack.

-Wallenstein’s Contracts (III): Enable Mercenaries -1 pop.

-Remove Uhlan from this card (because the card will move to age 1)

◦Wallenstein’s Contracts (III):

-Grant +10% of the HP and Attack.

◦Tilly’s Discipline:

-Move to Age 3 (from Age 2)

-Set the cost of the improvement to 1000w

-The cost of Infantry decreases to 0% (from 10%).

Ottomans Church Cards and unique Civilization Improvements:

◦Palace Intrigue:

-Irregulars (III): Add 4 Light Ranged Cavalry maximum range

-New Order Infantry (III): Build-time of all Heavy Infantry decreases to -15% (from 0%) and grants +0.5x vs Cavalry in melee combat.

◦New Order Infantry (III):

-Remove all Heavy Infantry train faster and counter cavalry in melee combat. (It is transferred to Church Card so that the improvement can reduce the cost.)

-The cost of improvement decreases to 1500w (from 2500w)

Portuguese Church Cards and unique Civilization Improvements:

◦Treaty of Tordesillas:

-Town Center: Build-time -50%, HP +50%.

-Covered Wagon: Speed +50%, HP +100%. (original speed is 4, HP is 250)

-Each Town Center will reduce the food cost (by 3f) and training time (by 3%) of your Settlers. The more Town Centers you own, the more cost you save.

(Portuguese can own 4 Town Centers without shipments in Age 4; up to 9 Town Centers with shipments in Age 4)

◦Encomienda Manor:

-Move to Age 3 (from Age 2)

-Set the cost of the improvement to 1000w

-Remove the minus of gathering rate.

Russians Church Cards and unique Civilization Improvements:

◦Reformist Tsar:

-Hunting Dog is active in Age 1, Steel Traps is active in Age 2**, and Socket Bayonet** is active in Age 2.

-Blockhouse: Enable to train Grenadier.

-Petrine Reforms (IV): Now improve following upgrades.

*Tatar Loyalists (Cavalry Archer): Add -0.5 to Ranged Attack, Hand Attack, and Siege Attack Rate of Fire. The cost increases to 120f, 80c (from 100f, 60c).

*Pavlov Grenadiers (Grenadier): Add 1 to Attack Damage Area, +0.1 Armor, +20% speed. The cost increases to 120f, 80c (from 120f, 60c)

Westernization (III):

-The cost of the improvement increases to 1000w

Spanish Church Cards and unique Civilization Improvements:

◦Royal Decree to Claim The New World:

-Infantry Breastplate (III or II at the Advanced Arsenal): Archer and Hand Infantry +0.1 Armor.

-Cavalry Cuirass (III or II at the Advanced Arsenal): Heavy Cavalry +0.1 Armor.


-Move to Age 4 (from Age 2)

-Set the cost of the improvement to 1500c (from 0w)

-The speed of Heavy Infantry increases to 0% (from -15%)

Big Buttons (Native Americans)

Reduce the cost of Improvements

Improvements that deliver “approximately 1 unit for every 2 minutes of game length, ” because the average time of a game takes 8 – 15 minutes in Supremacy. Those improvements should be reduced a few costs so that it’s cost-effective for players to deliver them in 14 minutes. The original cost takes at least 16 minutes to be worthwhile.

Economic Improvement (Native Americans)

Economic Improvement from the Market, Farm, and Estate.

Give Native Americans (except Inca) some ways to boom their economy.


◦Earth Ceremony ( Estate), Earth Gift Ceremony (Estate), and Great Feast (Farm) are available at Market.

◦Placer Mines is active by default.


◦Earth Ceremony ( Estate), Great Feast (Farm), and Harvest Ceremony (Farm) are available at Market.

◦Lumber ceremony is active by default.


◦Great Feast (Farm), Harvest Ceremony (Farm), and Green Corn Ceremony (Farm) are available at Market.

◦Hunter Dogs is active by default.

Inca have their way to boom. For details about the Inca economy, please refer to the following paragraph on the balance of Inca civilization

Reworked Support Card (Native Americans)

Because different Native Americans have different economic benefits, they should redesign their Support Card. The units from Support Card are different from Mercenaries that are powerful than general units in Age 3. Support Card are more expansive than general military card, but the threshold in Supremacy is higher than you think.

According to their style of resources cards, I have following suggestion:

Haudenosaunee Support Shipments:

Cooperation (Big Button):

The cost decreases to 300f, 300w. (from 600f, 600w)

◦Support: Coin cost -10% → Food, Wood and Coin cost -10%

▹The cost of Support card from Six Nations change into two resources. (Food + Wood or Food + Coin)

◦ Mohawk Support: The cost change into 500f, 500w.

◦ Oneida Support:

  • The cost change into 500f, 500w.

  • Town Center build limit +1.

◦ Tuscarora Support:

  • The cost change into 500f, 500w.

  • Delivers 9 Kanya Horseman → Delivers 10 Kanya Horseman

◦ Onondaga Support:

  • The cost change into 500f, 500c.

  • Delivers 5 Cords of Wood → Delivers 6 Cords of Wood

◦ Seneca Support:

  • The cost change into 500f, 500c.

  • Delivers 10 Forest Prowler → Delivers 12 Forest Prowler

  • Delivers 2 TravoisDelivers 6 Crates of Food

◦ Cayuga Support:

  • The cost change into 500f, 500c.

  • Delivers 14 AennasDelivers 9 Musket Riders

  • Delivers 2 War CanoeDelivers 6 Chests of Coin

National Unity:

◦Support: Coin cost -25% → Food, Wood and Coin cost -25% (500*0.25 = 125 f/w/c)

◦Raises all Haudenosaunee troops to Elite.

If you only calculate the cost to ship all Support Cards, it is indeed more than the value of a card in Age 3. But you don’t have the opportunity to ship this card to just save 250c per Support Card. It is better to ship a normal military card which will be faster and more efficient than Support Cards.

Consequently, this card must have additional benefits to highlight the value or strategy.

Lakota Support Shipments:

Cooperation (Big Button):

The cost decreases to 300f, 300w. (from 600f, 600w)

◦Support: Coin cost -10% → Food cost -10%

▹The cost of all Support card change into 1000 Food resources.

◦ Sans Arc Support:

  • Delivers 16 Club Warrior → Delivers 14 Club Warrior

  • Add +1.25 Speed to Club Warrior

◦ Oglala Support:

  • Delivers 14 Cetan Bowman → Delivers 12 Cetan Bowman

  • Delivers 5 Crates of Food → Add +1 Ranged Attack multiplier vs Heavy Infantry.

◦ Burnt Thigh Support:

  • Delivers 7 Rifle Rider → Delivers 8 Rifle Rider

◦ Nakota Support:

  • Tokala Soldier Speed +15% → Add +0.5 Hand Attack multiplier vs Heavy Cavalry.

◦ Lakota Support (Axe Rider):

  • Delivers 7 Axe Rider → Delivers 8 Axe Rider.

Aztec Support Shipments:

Religious Unity:

◦All Temple Support: Coin cost -25%Delivers 1 Huge Chests of Coin (500c)

This is like Spanish Gold, but only Temple Shipment will grant the Huge Coin.

It is like a discount card that requires Coin to buy.

Support Card changes.

Temple of Coatlicue Support: Arrow Knight is granted +1x vs Artillery.

Great Temple of Tezcatlipoca Support: Janey the Pet Jaguar is granted +1x vs Villager.

Great Temple of Quetzalcoatl Support:

Jaguar Prowl Knight: The damage of all actions decreases to +15% (from +25%)

Jaguar Prowl Knight: Grant +1.5x vs Heavy Infantry. (because the Heavy Infantry issue grants all melee Heavy Infantry 0.67x vs Infantry; 1.5x * 0.67x = 1 x)

Jaguar Prowl Knight: Grant +1x vs Heavy Cavalry.

Jaguar Prowl Knight: Grant +0.25x vs Shock Infantry.

Inca Support Shipments:

▹The cost of all Support card change into Wood resources. (250w or 500w in Age 2, 1000w in Age 3, 1500w in Age 4)

Chimu Support : Enable to Snare → Melee Attack multiplier increases to 1.5x vs Artillery. (Please prefer to the paragraph of Civilization Balance of Inca)

Colla Support : Bolas Warriors inflict extra melee damage vs Cavalry → Bolas Warriors + 4 maximum range. (Please prefer to the paragraph of Civilization Balance of Inca)

Imperial Unity:

◦All Temple Support: Delivers additional 1 Cords of Wood (100w)

This is like Spanish Golden, but only Temple Shipment will grant the Wood.

It is like a discount card that requires Wood to buy. Different from Religious Unity, Imperial Unity retains the cost and research point of the reduction, so Temple Supports just deliver 1 cords of Wood. On the other hand, Inca have a lot of Support Cards in different Age.

Community Plaza (Native Americans)

Healers, Warriors Priests, and Priestesses

Native Healers (Haudenosaunee and Lakota) can occupy at Community Plaza as one villager effectiveness.

Build-limit of Native Healers increased to 15 (from 10), and occupation limit is 10.

Warriors Priests (Aztec): The population cost increased to 1 (from pop 0)

Priestesses (Inca):

The population cost decreased to 1 (from pop 2)

The cost decrease to 200c (from 300c) and train points to 45 (from 60); bounties adjust accordingly.

Remove the ability of Convert, which must be obtained by choosing the Council Member of The Wise Woman. It’s like Chasquis that can receive shipments by choosing The Messenger.

Converted units can retain their improvements but do not receive the benefits of any upgrades which would apply to them that their new team (usually the Inca) have researched.

Inca Council Members

▹The Wise Woman (IV) (3 Priestesses) → The Wise Woman (IV) (5 Priestesses)

▹The Wise Woman (V) (3 Priestesses + 1000w) → The Wise Woman (V) (3 Priestesses + 1400w)

▴Card Changes and New Cards

▹The new cards, 5 Native Healers (II), are available for Haudenosaunee and Lakota

▹2 Priestesses (II) → 3 Priestesses (II)

▹Team 1 Priestesses (II) → Team 2 Priestesses (II)

▹Infinity 4 Priestesses (IV) → Infinity 6 Priestesses (IV)


People Ceremony

When we are under attack, we want to train Warriors immediately.

People Ceremony spawn a new Warrior unit every 1.8s (25 Villagers’ occupation)

People Ceremony spawn 6 Warriors in 1s (Villagers’ occupation will not change build-time, even if there is no Villager at Community Plaza), but Community Plaza can’t work for People Ceremony or change to the other ceremony until 25 villagers have occupied at Community Plaza for 4.5s later (the more villagers occupy, the more time is saved.) It is like the power of Asian Wonder. When you use the power, you will wait for the next time (CD) to use it again. People Ceremony can spawn 6 Warriors again when all Warriors were dead (because of the build-limit).

Warriors are granted 0.2x vs Villager and Building (from 1x.). To prevent Warriors rush.

The productive ceremonies spawning a unit are less efficient than villagers gather the resources, and those ceremonies can’t be affected by any economic improvement or School Cards (reduce the training time). I have some suggestions for those ceremonies.

The productions of all productive ceremonies can deliver to the other building which can deliver Home City Shipment (except People Ceremony and Healers Ceremony)

Founder Ceremony spawn a Travois 13s (25 Villagers’ occupation) →

Spawns a Travois every 13.3s (25 Villagers’ occupation in Age I)

Spawns a Travois every 11.4s (25 Villagers’ occupation in Age II)

Spawns a Travois every 10s (25 Villagers’ occupation in Age III)

Spawns a Travois every 7.6s (25 Villagers’ occupation in Age V)

Garland War Ceremony spawn a Skull Knights every 9.8s (10 Warriors Priests + 15 Villagers’ occupation) →

Spawns a Skull Knights every 8.5s (10 Warriors Priests + 15 Villagers’ occupation in Age IV)

Spawns a Skull Knights every 6.2s (10 Warriors Priests + 15 Villagers’ occupation in Age V)

Tokala Ceremony spawn a Tokala Soldiers every 20s (25 villagers’ occupation) →

Spawns a Tokala Soldiers every 14.3s (25 Villagers’ occupation in Age IV)

Spawns a Tokala Soldiers every 10.5s (25 Villagers’ occupation in Age V)

Moon Ceremony

If I choose Gift Ceremony and wait for shipments (Infinite Card 1200w) whose experience-points required is 2500XP to gather Wood, it will be more efficient than original Moon Ceremony.

Moon Ceremony generate the Wood 6.27w/s (10 Priestesses + 15 Villagers’ occupation)

Generate the Wood 14 w/s (10 Priestesses + 15 Villagers’ occupation in Age III)

Generate the Wood 22.4 w/s (10 Priestesses + 15 Villagers’ occupation in Age IV)

Generate the Wood 29.4 w/s (10 Priestesses + 15 Villagers’ occupation in Age V)

10 Priestesses and 15 Villagers is equivalent to 35 Villagers’ effectiveness (occupy 25 populations).

14 / 35 = 0.4 w/s, 22.4 / 35 = 0.64 w/s, 29.4 / 35 = 0.84 w/s

The work rate is lower than Villagers’ Gather Work Rate for tree, but it is like a trickle that they don’t need to move and stay nearby Town Center.

Supay Ceremony

Macemen do not upgrade for free in later ages. (Compared to Skull Knights and Tokala Soldiers)

Build-time of Macemen is slower than Skull Knights and Tokala Soldiers.

There are many ways to solve these problems. For example, the Macemen upgrade will be free, and their build-time decrease. Or design a new Inca’s unit whose upgrade is free for Supay Ceremony.

In my opinions, Supay Ceremony can strengthen the ability of convert and increase HP of Priestesses instead of spawning a Maceman.

The original ability to convert units is not very useful. Therefore, I adjusted Priestess and the ability of convert before.

Supay Ceremony spawn a Macemen every 27s (10 Priestesses + 15 Villagers’ occupation)

+40% HP of Priestesses (10 Priestesses + 15 Villagers’ occupation) and -50% casting time (10 Priestesses’ occupation). The villagers’ occupation can’t decrease the casting time because of the balance. If there were 15 Priestesses with Supay Ceremony to convert your units, you would say f-word.

Charging Ceremony: Siege Attack of all units decrease to 125% (from 199%) by 25 Villagers’ occupation. If Lakota can allow Native Healers to occupy at Community Plaza. Charging Ceremony is too powerful to deal with this attack.

War Ceremony and Charging Ceremony

These two ceremonies are the key to victory in battle. They must have a restriction.

◦When you choose these two ceremonies from the other ceremonies, it will take 5s (from 2s).

This will test the player’s judgment and control’s skills.


Civilization Balance

The previous paragraphs that have some balance issues relate to civilization like Church Cards, so the following content will not be repeated.


Bolas Warrior:

Bolas Warrior is a very charming unit especially for his long-distance snare. But the more important issue is that Inca don’t have Ranged Shock Infantry like Eagle Runner Knights. If a civilization in AOE 3 doesn’t have Ranged Shock Infantry to counter Heavy Cavalry, it will have some problems to deal with some units’ combinations.

E.g. Lakota dispatches Tokala Soldiers and Rifle Riders, this units’ combination can defeat all your troops. However, if you had Ranged Shock Infantry, you could defeat them.

According to Eagle Runner Knight, Mapuche Bolas Rider, and Dragoons. I have some suggestions:

Bolas Warrior:

◦Change the type from Infantry + Heavy Infantry to Shock Infantry + AbstractEagleRunner (like AbstractCoyoteMan, but it is countered by Archer or Skirmisher).

◦ The cost increases to 135f, 65c (from 30f, 65c), bounties adjust accordingly.

◦ The speed increases to 6 (from 4)

◦ HP increases to 200 (from 175)

◦ Ranged Attack increases to 20 (from 18)

◦ Ranged Attack multiplier increases to 3x vs Heavy Cavalry (from 2x)

◦ Ranged Attack multipliers 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 Heavy Infantry and Light Ranged Cavalry)

◦ Melee Attack multipliers increase to 3x vs Heavy Cavalry (from 1x) and 2.25x vs AbstractCoyoteMan

◦ Ranged Attack multipliers decrease to 1x vs Light Ranged Cavalry (from 2x) and 1x vs Eagle Runner Knight

◦ Ranged Attack multiplier decreases to 0.5x vs Villager (from 1x)

◦Enable to ‘kite’

Unit Changes


All artillery deal 0.5x vs Huaracas (from1x)

◦ The cost increases to 60w, 90c (from 30w, 90c), bounties adjust accordingly.

◦ HP increases to 200 (from 150)

◦ Ranged Attack decreases to 30 (from 40)

(HP200 x ATK30 = HP150 x ATK40)

◦ Ranged Attack multiplier increase to 1.5x vs Infantry (from 1x) and 0.67x vs Heavy Infantry (from 1x)

(This is why the cost was increased. Huaracas will be different type of Abus gun. Abus gun can easily deal with Heavy Infantry. Huaracas can handle Archer and Skirmisher, but they cannot deal with anything that wants to melee combat.)

◦ Ranged Attack multiplier decreases to 0.33x vs Cavalry and Shock Infantry (from 0.5x).

◦ Melee Attack multipliers decrease to 0.25x vs Heavy Infantry (from 1x), Cavalry and Shock Infantry (from 0.5x).

Chimu Runner:

HP increases to 160 (from 140)

Enable to ‘be snared’ by other melee units and can snare other units.

◦Enable Stealth Action (to replace the above ability.)

◦ Melee Attack multiplier decreases to 1x vs Artillery (from 1.5x)

It is too powerful when a unit running quickly and no one can snare him.

Card Changes

Chimu Support: Enable to Snare → Melee Attack multiplier increases to 1.5x vs Artillery.

Cloud Warriors:

Chimu Runner enables Stealth Action → Plumed Spearman enables Stealth Action.

◦ Move to Age 2 (from Age 4)

Colla Support: Bolas Warriors inflict extra melee damage vs Cavalry → Bolas Warriors + 4 maximum range.


Kallanka: +1 build-limit → Grant a +5% HP Aura Action with 20 range by simple interest; HP = X*(1+Y*N), X = present HP, Y = 5%, N = the number of HP Aura.

Building Changes


◦ Units can also be garrisoned in Kallanka, but it doesn’t reduce the population cost any longer.

◦ Support 10 populations. If your total population reaches 200, then Kallanka increases the maximum population limit by 5. (up to 220 maximum population.)

◦ The build-limit of Kallanka increases to 7 (from 3)

You don’t have time to garrison. Furthermore, Kallanka is a building to train the units, but the original build-limit is just 3.

As mentioned above, Inca have a strong economy because they can train 99 villagers with many economic buildings providing steady trickle. The trickle is more powerful than villagers gather the resources due to the idle villagers. The Dutch has Banks, but their Settlers build-limit is 50. The Japanese has Shrines, but their Villagers build-limit is 75. All Europeans have 2 Factories, but they must deliver them by shipments in Age 4. Furthermore, Factory cannot rebuild like the Asian Wonder.

Let’s calculate the trickle of Kancha House and Estate by Big Button.

Factory (upgraded) gives a trickle 7.15f/s or 7.15c/s.

Kancha House: 7.15/0.5 = 14.3 Houses, 7.15/1 (Chicha Brewing) = 7.15 Houses

As a result, 13 Kancha Houses (Chicha Brewing) equal to 1.8 Factories that have upgraded.

Estate: 7.15 / 0.8 = 8.9375 Estates

Therefore, I have the follow suggestions.


◦ The build-limit decreases to 5 (from 20)

◦ The trickle of Coin increases to 1.43 (from 0.8)

◦ The cost of Coca Cultivation (Big Button) decreases to 250f, 250w, 250c (from 500f, 500w, 500c)

The maximum decreases, and the trickle per-Estate increases.

1.43*5 = 7.15c/s like a Factory.

Kancha House

◦ Gather Work Rate decreases to 0.44f/s (from 0.5f/s)

Chicha Brewing (Card):

  • Gather Work Rate decreases to +25% (from +100%)

  • The cost of Kancha House decreases to -30% (from 0%)

0.441.2513 = 7.15f/s like a Factory.

Consequently, Inca also have a Food Factory in early-age and a Coin Factory in later ages.



Torp gathering the resources is more powerful than your think. Even though the resources will run out in the end, there are still too many obtainable resources. Swedes built 4 Torps around a mine to prevent the other players from gathering it. Torp should be design like Tribal Marketplace which cannot be placed directly next to each other to form a wall that would block enemies from gathering a mine. Besides, the cards strengthening the Torp gather work rate are too powerful like Blue Berries and Engelsberg Ironworks. The reason is Torp that can gather all resources near to it and equal to 0.5 villager effectiveness, which means that if Torp gathers at least 2 resources at the same time, Torp is equivalent to about a villager or more. The Swedes can build up to 20 Torps. Consequently, Swedes will have additional 20-40 villagers in early ages. This is the reason why Blue Berries and Engelsberg Ironworks are powerful.

I have the following suggestions:

▹Torp gathers all resources next to it simultaneously at quarter of the speed of a settler.

▹Increase the aura range of build restriction (like Tribal Marketplace)

(Nerfing Torp, I will buff the cards that relate to Torp gather work rate.)


If Swedes trained Skirmisher at Barracks, Carolean wouldn’t be necessary to counter Light Ranged Cavalry.

Carolean: Ranged Attack multipliers decrease to 1x (from 1.5x) vs Light Ranged Cavalry and Eagle Runner Knight

Caroleans are very weak in Age 2.

Carolean maximum range increases to 12 (from 10) and remove that their ‘Veteran’, ‘Guard’, and ‘Imperial’ upgrades gain +1 maximum range. To counter the other Musketeers in Age 2.

Carolean Charge: “All Caroleans draw their swords and gain a brief speed boost.”

Selected Caroleans gain a brief speed boost.”

Sürat Assault (Nizam Fusiliers) should be adjusted accordingly.

Just increase the speed in melee mode and don’t force them to turn it.

Platoon Fire (III)Platoon Fire (II)

Caroleans are the weakest Musketeers against cavalry In the Age 2 because they can’t defeat cavalry in melee mode. (Russians Musketeers are the second weakest Musketeers against Heavy Cavalry in Age 2)

Leather Cannon

Leather Cannons: The cost decreases to 225f, 100w (from 300f, 100w); bounties adjust accordingly.

Compare it with Abus Gun . Leather Cannons are too expensive to train.

Leather Cannons: The speed increase to 4 and remove the acceleration of their upgrades.

Swedish Politicians (III): The Marksman (2 Leather Cannons) → The Marksman (3 Leather Cannons); the cards shipping Leather Cannons is adjusted accordingly.

Description of the Civilization Bonus

The description of civilization bonus should inform the mercenary that can be built at Saloon when the mercenary shipment arrives (except Infinite Mercenary Cards and Native Warrior Cards)

Card Changes

Blue Berries: Blueberry Bushes are gathered 3 times (from 2 times) as quickly by Torps.

Blackberries: Spawn a Blueberry Bushes with 1000f.

Engelsberg Ironworks: Torp gather coin +200% (from +125%.)

Dominion: Delivers 4 Torp Wagon → Delivers 600w.

Great Northern Forests: Torp gather wood +100%. (from 0%)

Svea Lifeguard (IV): HP decreases to +10% (from +25%)

This card will make Caroleans unbeatable in later ages.

Snaplock (III): Caroleans add +4 Maximum Range → Flint Lock (Advanced Arsenal) and Paper Cartridge (Advanced Arsenal) are active for free.

(Please refer to the paragraph of Heavy Infantry)

Contract French Fusiliers (II):

◦Move to Age 3 (from Age 2)

◦ The number increases to 7 (from 4) and the cost to 1000c (from 700c)

It is too powerful when French Fusiliers are delivered in Age 2 especially against Lakota.

7 Skirmishers (III): Remove the Infinite, and enable to train Skirmisher at Barracks.

4 Dragoons (III): Remove the Infinite, and enable to train Dragoon at Stable.

I have to say Carolean and Hakkapelit are very interesting units. But If a civilization in AOE 3 doesn’t have Skirmisher to counter Heavy Infantry or Light Ranged Cavalry or Dragoon to counter Heavy Cavalry or Artillery, it will have some problems to deal with some units’ combinations.

E.g. Lakota dispatch Tokala Soldiers and Rifle Riders, this units’ combination can defeat all your troops. But if you had Dragoons, you could defeat them.


Building Changes

Manor House:

◦ The population cap increase to 15 (from 10)

◦ The build-limit decreases to 14 (from 20)

The cost of Manor House is the same (135w) like the Longhouse, which means that British can easily reach the maximum population, but the maximum of free villagers will be reduced.

Card Changes

Florence Nightingale: Manor House enables 0.5 XP/s action.

Estates: Manors enables to slowly train Settlers, but Town Center will train them slower as well.

◦ Move to Age 3 (from Age 4)

◦ Enable Manors to spawn a Settler (spawning time is 90s.) When 14 villagers arrive, they will spend 210s exceeding the resources that 8 Settlers gathered. (shipment in Age 3)

◦ Enable Estate to train Settler (training time is 25s)

◦ Decrease the cost of Estate by -25% (450w)


Card Changes

Spanish Square: Add Hand Infantry 0.1 Armor.


Card Changes

Richelieu’s Regiment: +5% Speed of Cavalry.


▹‘Imperial’ upgrades: HP and Attack increase to +50% (from +40%)

▹Melee Attack multipliers decrease to 0.75x vs Heavy Infantry, Light Ranged Cavalry and AbstractEagleRunner.

I think if a unit is too powerful, its damage multiplier should be adjusted instead of its upgrade.

Why do Axe Rider deal 0.75x vs Light Ranged Rider? Because Axe Rider with War Chief is so fast that Light Ranged Rider cannot keep distance to defeat them. Then, Axe Rider was adjusted the multiplier to reduce the damage for Light Ranged Rider.


Civilization Bonus

The number of Uhlan decreases by 1 per-shipment

◦Deliver 1 Uhlan in Age 2

◦Deliver 2 Uhlans in Age 3

◦Deliver 3 Uhlans in Age 4

Per-shipment experience-points required decreases to 106% (from 114%)

Uhlan is not the powerful unit, but it is powerful when each shipment delivers it.

This allows the Germans to constantly kill the villager and put pressure on their opponents that will control their troops to fight and their villagers to run.

You don’t need to train Heavy Cavalry, and you always have many Uhlans to defeat the opponents’ Skirmish or Artillery. Uhlans with both skirmishers and War Wagons are almost invincible because you have more military units than your opponent’s units.

According to the table, delivered by shipment, additional Uhlans are approximately equal to 40% of the value for general shipment.


You can imagine that if the other civilizations also delivered Cavalry per-shipment. The French delivers 2 Cuirassiers in Age 4. The Russians delivers 2 Cossacks in Age 2. The Lakota delivers 2 Bow Riders in Age 2.

The value of these advantages is much higher than per-shipment experience-points required (114%).

Card Changes

Germantown Farmers

-Enable Town Center to train Settler Wagons (Original build-time of Settler Wagon is 25s)

-The build-limit of Settler decreases to 70 (from 99)

By this card and Church card, enable Germans to have 110 military population in later ages with equivalent of 110 villagers’ economy.

(Please prefer to the paragraph of Church Card)

Long-Ranged Infantry Hit points (IV): HP increase to 30% (from 15%).


Civilization Bonus

Russians in supremacy always has this problem: food is not enough.

Settlers and Infantry trained in groups make Russians require more and more food.

It is hard to train settlers and infantry at the same time.

Another problem is the build-limit of settlers. If your settlers are not killed by yourself or your opponent, you will kill 2 settlers by yourself to train 99 settlers. It’s ridiculous.

I suggest that up to 3 settlers be trained in groups like normal military units.

When you train 1 settler, it costs 100f, and build-time is 25s (no bonus.)

When you train 2 settlers, it costs 100f + 85f = 185f, and the build-time is 25s + 18s = 43s.

When you train 3 settlers, it costs 100f + 85f + 70f = 255f, and the build-time is 25s + 18s + 10s = 53s.

1 settler (100f, 25s, 1pop) 2 settlers (185f, 43s, 2pop) 3 settlers (255f, 53s, 3pop)

The more settlers are trained in groups, the more build-time and cost are saved.

To ease the problem of food required and build-limit of settlers.

Russians civ bonus need to be adjusted carefully for the build-time. When you increase the build-time, it will reduce their gathering time together.

For instance, the build-time of 3 settlers increases to 60s (from 53s). The first and second settlers must wait for the third settler for 35s and 10s respectively, then the 3 settlers can gather resources. The other civilizations building the villager don’t have this problem.

Infantries are trained in groups like normal military units.

This change is like the change of Settler above, but there are some differences.

Strelet: Increase the build-time to 40s (from 30s)

Musketeer: Remove the reduction of build-time (-25% build-time = 30*0.75 = 22.5s)

Halberdier: Remove the reduction of build-time (-25% build-time = 33*0.75 = 24.75s)

Civilization Bonus: Reduce the build-time (-25%) and cost (-25%) of Infantry →

-The reduction of the cost is the same.

-Musketeer and Halberdier can be trained individually (up to 5 in a group). This works at Blockhouse, Fort, and Galleon.

-Strelet can be trained in pairs (up to 10 in a group). (Because the cost of Strelet is 37.5f, 10w, the cost of them will be 75f, 20w in pairs.) This works at Blockhouse, Fort, and Galleon.

-When Russians trains Infantry in group, the build-time will decrease by 1 second per-infantry.

(This works at Blockhouse, Fort, and Galleon.)

5 Musketeers (30s): 30s – 5*1s = 25s (original time is 22.5s)

5 Halberdiers (33s): 33s – 5*1s = 28s (original time is 24.75s)

10 Strelets (40s): 40s – 10*1s = 30s (original time is 30s)

If the build-time of 10 Strelets is decreased by Fencing School, the calculation is 40s0.6 – 101s = 24 - 10 = 14s

These changes will ease the problem of food and population required. However, if you cannot reach units block train limit by training Infantry, the build time of Infantry will be slower than before.

Dueling School: Reduce the build-time of Infantry by -25%.

Strelet: Set units block train limit to 20.

Musketeer and Halberdier: Set units block train limit to 10.

Infantry cost decreases by 5%.

Give hotkeys for Russians to train the units into maximum limit.

These changes will make Strelet can be trained instantly with Standing Army, Fencing School, and Dueling School in Age 4. But Musketeer and Halberdier will be trained instantly in Age 5 with Immigrants.


Strelet Combat:

Strelet hit points and all actions damage decrease to 10% (from 20%)

Strelet add to 2 range in all actions

Enable Strelet to fight against War Wagons (III), Howdahs (III), Portuguese Dragoons (IV), Yabusham Archers (III), and Caroleans (III).

Card Change

Blockhouse Cannon: Reduce the training time of Artilleries by -30%.

Sevastopol: Reduce the cost of Blockhouse, Fort, Walls, and Town Center by -20%.


Building Changes

Bank: The build-time increases to 60s by a villager (from 40s)

Unit Changess

Ruyter: The Armor increase to 0.2 (from 0.1)

Card Changes

Military Reforms: Remove Halberdier Hand Attack multiplier -0.25x vs Infantry. (because of Heavy Infantry issue before)

Bank of Amsterdam: Remove this card.

Bank of Rotterdam:

◦Rename Banks of Rotterdam and Amsterdam

◦Move to Age 3 (from Age 1)

◦Bank build-limit increase to +2 (from +1)

◦Grant the Maximum population limit -20 pop (because of Church Card issue)

Dutch East India Company:

◦Move to Age 1 (from Age 2)

Bank: Enable 0.1 XP/s action

Bank: Build-time -50%.

Dutch Counter Cavalry Force: +10% Damage of the Halberdier and Ruyter.

According to calculations, if Bank’s work efficiency increases by +40% (the adjusted Church Card and Tulip Speculation), the work efficiency of 11 Banks will be approximately equal to 50 Settlers working in Estate in Age V (9 Banks = 52.73 Settlers working in Estate in Age IV).

For balance, adjust to 50 Settlers + 11 Banks (-40 max pop) + 120 military populations. However, you can choose to build 7 Banks for 150 military populations. 7 Banks equal to 30.41 Settlers working in Estate in Age V, and 5 Banks equal to 27.92 Settlers in Age IV. Dutch can choose their own strategy to sacrifice their economy or military.


Unit Changes

Abus gun:

◦ Ranged Attack multiplier decreases to 0.25x (from 0.5x) vs Cavalry and Shock Infantry

◦ Ranged Attack multiplier increases to 3x (from 1.5x) vs Light Ranged Cavalry, AbstractEagleRunner

Abus gun is stronger than Grenadier. Grenadier deals 0.3x vs Cavalry and Shock Infantry, but Abus gun deals 0.5x vs Cavalry and Shock Infantry.

Card Changes

Janissaries Cards: Because the cost of Janissaries was decreased, the Cards or Politicians delivering Janissaries should be adjusted accordingly.

Nizam Fusilier: Everything that can affect Janissaries will affect Nizam Fusilier too.

Acemi Oiglan School: The build-time of Janissary decreases to -20% (from 0%).

Team Chests of 400 Coin → Team Chests of 500 Coin

Ottoman Artillery Division: +10% HP of Artillery, Grenadier, and Abus Gun.


The ability of the War Chief

Cuachic Ascension: Aztec nobles do more damage to Treasure Guardians for 45s. → Aztec nobles deal +5x vs Treasure Guardians by aura (Passive Skill).

When the other War Chiefs instantly kill Treasure Guardians by skill, Aztec War Chief still ‘tapping’ slowly over there in Age 1.

Card Changes

▹Great Chinampa (III) → Great Chinampa (IV): The gathering rate increase to +20% (from +15%)

Scorched Earth: Nobles’ Hut units’ attack versus buildings increased.

Eagle Runner Knight: -40% build-time.

Jaguar Prowl Knight: +15% speed.

Arrow Knight: +50% Siege Attack Damage

Silence Strike: Grant Coyote Runner deals 1.5x vs Infantry and 0.67x vs Heavy Infantry.

Unit Changes

Arrow Knight: All artillery deal 0.25x vs Arrow Knight (from 0.5x)

Coyote Runner: HP increase to 190 (from 150)

Eagle Runner Knight:

◦ Melee Attack damage increases to 12 (from 9), grant Melee Attack multiplier to deal 1.5x vs Artillery.

◦ Ranged Attack multipliers 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 Heavy Infantry and Light Ranged Cavalry)


Building Changes


◦Enable garrison for Villagers.

Building Changes

Musket Rider: The Armor decreases to 0.2 (from 0.3)

Mantlet : The speed increases to 3.75 (from 3.5)

Ram : The speed increases to 3.75 (from 3.5)

Card change

Reworked Resources Cards:

◦Remove the 600f (II), 600w (II), 600c (II), 900fwc (III), 1500fwc (IV)

◦800fwc (II) becomes three cards:

  • 600f + 100w + 100c

  • 600w + 100f + 100c

  • 600c + 100w + 100f

◦1200fwc (III) becomes three cards:

  • 800f + 200w + 200c

  • 800w + 200f + 200c

  • 800c + 200w + 200f

◦1800fwc (IV) becomes three cards:

  • 1400f + 200w + 200c

  • 1400w + 200f + 200c

  • 1400c + 200w + 200f

◦Infinite 1500fwc (IV) doesn’t change.

Conservative Tactics: Tomahawks, Aennas, and Mantlets have more attack and HP.

Tomahawk: Add 2 Maximum Range. (Please refer to the paragraph of Heavy Infantry and Light Ranged Cavalry. And Big Button can add 2 maximum range too)

Aenna: Enable Stealth Action.

Mantlet: Add 0.1 Armor.

Warriors Culture: Grants all units +15% Damage.

War Houses: Enable Longhouse to build Infantry from War Huts.

Team Scout Infantry: Grants Infantry +5% HP.


Recycle Building

Because Lakota don’t have Wall in early-age. Maybe we can give Lakota a Recycling Button for some building that cannot train the military units.

Town Center, Farm, Estate, Market, Community Plaza, and Teepee are recyclable.

(For details on recycling building, please refer to the previous paragraph of Recycle Building)


A new Big Buttons at Teepee: Sharpshooter

Wakina Rifle: Grant Ranged Attack multiplier +1x vs Light Ranged Cavalry

Cetan Bowman: Grant Ranged Attack multiplier +1x vs Light Ranged Cavalry

The Aura of Teepee is calculated by Compound Interest. This will make it very difficult to balance.

▹I suggest that it is calculated by Simple Interest.

Compound Interest: X*(1+Y) ^(N)

Simple Interest: X(1+Y*N)*

X = present value, Y = percentage increase, N = the number of the Aura.

▹HP or Damage Aura +5% with 20 Teepees will be calculated: X*(1+0.0520) = X(1+1) = 2X


◦Increase all Aura of the range to 30 (from 20)

◦Grant an Economic Aura +10% gathering rate (Economic Aura cannot stack)

◦Grant a Speed Aura + 50% speed for villagers (Speed Aura cannot stack)

◦Enable garrison for Villagers.

Tashunke Prowler:

They are like Teepee calculating by Compound Interest.

▹I suggest that it is calculated by Simple Interest.

▹+4% HP Aura will be calculated: X*(1+0.04*N)

▹+4% damage Aura will be calculated: X*(1+0.04*N)

Tashunke Prowler:

◦ The build-limit increases to 17 (because Marauders +30% build-limit = 5, then you can ship the Dakota Support)

◦ HP increases to 250, Melee Attack to 25, and Siege Attack to 20.

◦Attack and HP now increase by 25% in Industrial Age and by 50% in Imperial Age.

HP of 22 Tashunke Prowlers: 250(1+0.25+0.5+0.3+0.25 by upgrade and shipment) (1+0.0422 by their Aura) = 575*2.1 = 1081*

Damage of 22 Tashunke Prowlers: 20(1+0.25+0.5+0.3 by upgrade and shipment) (1+0.0422 by their Aura) = 41*2.1 = 86.1*

They will be stronger than Axe Rider. However, they have the build-limit and intensely decrease their HP and damage when they fight and die.

Card change

Warriors Culture: Grants all units +15% Damage.

Uprising: Grants Infantry +10% Damage.


Banner System:

Banner Army is a Chinese Bonus, but this bonus is like a weakness.

Therefore, in order to show the flexibility of Banner Army, these upgrades were simplified into two improvements, Infantry Banner Army upgrade and Cavalry Banner Army upgrade.

Disciplined Infantry Banner Army or Disciplined Cavalry Banner Army:

◦Set the cost**: 200w 100c (original cost is 100w, 50c for a unit)

Honored Infantry Banner Army or Honored Cavalry Banner Army:

◦Set the cost**: 600w 600c (original cost is 350w, 350c for a unit)

Exalted Infantry Banner Army or Exalted Cavalry Banner Army:

◦Set the cost**: 1500w 1500c (original cost is 750w, 750c for a unit)

You can improve 2 upgrades to all army except Hand Mortar (Hand Mortar has an issue about ‘Upgrades of Unit in the previous paragraph.)

The total cost of 2 improvements is equivalent of the cost of 4 original upgrades. Then, you can upgrade 5 kinds of Infantry and 4 kinds of Cavalry.

Mongolian Army and Black Flag Army: Move to War Academy.

Ming Army and Mongolian Army:

The combination of Infantry and Cavalry is usually the following.

Heavy Infantry + Archer or Skirmisher: Old Han Army and Territorial Army.

Heavy Infantry (this is usually Musketeer) + Heavy Cavalry: Black Flag Army.

Archer or Skirmisher + Heavy Cavalry: Standard Army and Imperial Army.

Heavy Cavalry + Light Ranged Cavalry: Mongolian Army.

Archer or Skirmisher + Light Ranged Cavalry: No Banner Army.

This combination is very strong now in AoE3.

I have some suggestion:

Keshik: The cost change to 115w instead of 115f.

Ming Army change the combination to 3 Chu Ko Nu and 2Keshik. The cost will be 255f, 230w. The training time is the same (25s).

Mongolian Army change the cost to 230w, 170c.

Unit Change

Keshik: HP increase to 140 (from 110) and Damage to 15 (from 8)

Steppe Rider: HP increase to 175 (from 150)

Card change

Mandarin Duck Squad: The cost of shipment decreases to 200f (from 500f)

Beiyang Army: The cost of shipment decreases to 800f (from 1000f)

Iron Cap Princes’ Army: The cost of shipment decreases to 800f (from 1000f)

Emperor’s Army: The cost of shipment decreases to 1400f (from 1500f)

Because no one ships above shipments.

▹11 Changdao Swordsmen (III) → 10 Changdao Swordsmen (III)

Nomadic Settlement: Remove this card.

Nomadic Expansion:

◦Rename Nomadic Settlement and Expansion

◦Village build-limit increase to +2 (from +1)

Repelling Volley: Grant All Musketeer type (for Consulate units) +4 Maximum range. (Heavy Infantry issue)


Unit Change

Sepoy: HP decreases to 170 (from 180)

Sowar: HP increases to 230 (from 225) and Melee Attack to 22 (from 20)

Card change

British East India Company:

◦Remove Sowar HP and damage +10%

Sepoy: HP and Attack increase to +20% (from +10%)

Gurkha: HP and Attack increase to +20% (from +10%)

Conscript Sepoys: Do not remove additional Villager.


◦Move to Age 4 (from Age 2)

◦Enable a trickle action based on the original population cost of Camels and Elephants.

-Camels: 0.2*P (f/s)

-Elephants: 0.2*P (w/s)

(P = original population, f = food, s = second, w = wood)

It seems very strong, but in fact it is a very unstable military unit trickle. After all, you can’t herd them in the rear, and you must make them fight in the font-line. Furthermore, it is impossible to occupy all population for camels or elephants.

Call to Arms:

◦Move to Age 3 (from Age 2)

As you lose buildings, an assortment of Irregulars and Sentries arrive at your Home City Shipment point.

→ All Musketeer type (include Consulate units) +4 Maximum range. (Heavy Infantry issue)

The Raj: The build-time of Villager -15% (from 0%).

Asian Wonder

Karni Mata: Increase the aura range to all map.

Because its effect is equivalent to Economic Theory increasing the gathering rate by 10%. If Karni Mata have the range limit, it is weaker than the card in Age 1.

Agra Fort: Strengthen the improvement effect.

◦Delhi Gate (III):

  • Bombard Attack increases to + 200% (from 50%)

  • Anti-Ship Attack increases to +50% (from 0%)

  • HP increases to +70% (from 0%)

  • The cost increases to 300w, 300c (from 150w, 150c)

◦Red Fort (IV):

  • Bombard Attack increases to + 150% (from 50%)

  • Anti-Ship Attack increases to +300% (from 50%)

  • HP increases to +85% (from 50%)

  • The Maximum Range increases to +6 (from +0)

  • The cost increases to 600w, 600c (from 200w, 200c)

Agra Fort:

◦Enable Villagers to rebuild an Agra Fort (500w, 500c) when it is destroyed.

Battlefield Construction: Enable Sepoys to build an Agra Fort (Agra Fort must have built by advancing to the next age.)

As a Wonder, it has no other benefit except rushing in Age 2. Different from Europe’s Forts, Agra Fort is too weak to defend in Age 3 or later ages. Adjusted their HP and Attack to equal to Europe’s Forts in Age 3 and 4.



Unit Change

Ashigaru Musketeer : HP decreases to 160 (from 170)

Naginata Rider: Melee Attack decreases to 25 (from 28)

Yabusame Archer: Ranged Attack increases to 12 (from 8)

Japanese has too many auras, improvements, and shipments to strength their army’s HP and damage, the final damage of Exalted Naginata Rider vs skirmisher almost equals to the final damage of Imperial Lancer vs skirmisher without Missionary of Unction. But Lancer cannot defeat Naginata Rider even with Missionary of Unction.

Card change

Yabusame Archer Attack: The Attack increases to +25% (from 20%)

Zen Diet: The build-time of Villager -15% (from 0%)

Asian Wonder

Golden Pavilion:

◦It will take 5 seconds to change the mode of the other ability like Ceremony at Community Plaza.

Advanced Arsenal Improvements move to Arsenal by choosing Dutch Allies at Consulate, but the advanced improvements should be available by building Golden Pavilion.

Shrine Trickle

For related reasons, please refer to the previous paragraph on Economic Building.

In addition to the previous paragraph, Shrine can protect the huntable animals; thus, your food disappear until Shrine is destroyed, which means that Japanese boom their economy and suppress your economy at the same time. Japanese Villagers can stay nearby Town Center and do not move to the other place to collect the food; thus, Japanese Villagers don’t be afraid of Cavalry and don’t need to drive the animals or build an outpost to protect Villagers from attack. It let Japanese have a very stable food gathering like the food trickle. These are some of the reasons why Japanese cannot hunt but have a good economy.

I adjusted it like the table below.

▹The number of Animals at Shrine decreases to 2 (from 4)

This change can reduce Japan’s dependence on the map and prevent to snatch prey from teammates or opponents.

▹The bonus of Huntable and Herdable Animals at Shrine decrease to 0.025 and 0.05 (from 0.07 and 0.13)

Heavenly Kami (I): The work rate at Shrine increases to +80% (from +50%)

Toshogu Shine (Wonder): The work rate at Shrine increases to +100% (from +80%)

Tempo Reforms (improvement in Age 4): The work rate at Shrine increases to +500% for Food trickle (from +350%) and +450% for Wood and Coin trickle (from +300%)

The trickle of Shrine is nerfed in early-age, but it is buffed in later ages.


General Summary


These changes just give players convenience to play the game.


This suggestion is for balance.


In Treaty, many civilizations won’t train some units because the cost of these units require Wood.

Per-shipment experience-points required is adjusted to increase the usage of infinite card in Age 4.


Some military buildings that can recycle their Wood are buffed. The cost of Wall is increased but balanced.

In addition to recyclable building and Wall, the main adjustments are focus on the economic building providing a steady trickle. These buildings have too many benefits; consequently, their HP, LOS, and building-time are nerfed.


A Work Point is set to prevent some situation that may cause extreme economy.

Some units’ usability is adjusted and struck a balance between Melee Heavy Infantry and Musketeer, then Light Ranged Cavalry is nerfed.

Native Alliance

The initial threshold is decreased, and the build-limit is increased to strengthen the usage of Native Warriors. In addition, Native Trading Post is given a bonus to encourage the players to build it.

Revolutions (Europeans)

Because I don’t have a chance to try Revolutions, I didn’t adjust the detail of different Revolutions. The adjustment of the balance should be tested by a lot of games. But Revolutions have a high threshold with a weak economy and military that it’s not as strong as the troops in Imperial Age. That is why I decreased the threshold and reset the per-shipment experience-points required.

Church Cards (Europeans)

In order to strengthen the Europeans features, I made Church Card be like another civilization bonus.

Big Buttons (Native Americans)

The Adjustments mainly buff Aztec in 14 minutes.

Economic Improvement (Native Americans)

Native Americans (except Inca) have a weak economy because of their economic improvements. In order to highlight their features, Lakota is good at hunt, Aztec is good at mining, and Haudenosaunee is a generalist.

Reworked Support Card (Native Americans)

In order to strengthen and highlight their features, the Support Card of Native Americans are reworked. Haudenosaunee Support Cards require two resources that you can easily gather. Lakota Support Cards require Food that you can gather by hunt. Aztec Support Cards requiring Coin will give you 500c because of Religious Unity. Inca Support Cards requiring Wood will be shipped fast and give you 100w because of Imperial Unity.

Community Plaza (Native Americans)

Haudenosaunee and Lakota now can let the healers as a villager occupy at Community Plaza. Aztec and Inca still have advantage of Community Plaza because they have Warriors Priests or Priestesses as 2 villagers’ effectiveness.

Priestess is buffed by decreasing the population cost, the cost of Coin, and train points, but her ability of convert is removed, and the ability must be obtained by choosing the Council Member of The Wise Woman. Warriors Priest is nerfed by increasing the population cost.

It’s rare to use some ceremonies especially productive ceremonies. The Community Plaza should be like the Factory of Native Americans.

People Ceremony, Founder Ceremony, Garland War Ceremony, Tokala Ceremony, Moon Ceremony, and Supay Ceremony are buffed.

Charging Ceremony is nerfed.

War Ceremony is a bit restricted.


Civilization Summary



The Inca Kallanka units are reworked. Bolas Warrior become a Ranged Shock Infantry like Eagle Runner Knight to defeat the Cavalry. Huaracas have a bonus against Archer or Skirmisher now. Inca units are afraid of Lancer, so Bolas Warrior change the type. If their Archer cannot defeat the Archer or skirmisher from other civilizations, Inca will rely on Chimu Runner, but it is very dangerous because Chimu Runner is not as strong as Heavy Cavalry. Furthermore, Chimu Runner have a bonus against Artillery, it will let Inca have a choice of Chimu Runner or Huaracas to defeat Artillery and Skirmisher.

In addition, Kallanka can increase their population to 220, which means that Inca will have 120 military population, and their Priestess population cost is decreased, which means that they have 110 military populations with 10 Priestesses at Community Plaza.

These changes may cause Inca become French that have 120 military populations.


Because their military is buffed, their economy will be nerfed. They have the strong economic building; even though they don’t have villagers’ card in early-age, they still have the stronger economy than the other countries. Therefore, they should be nerfed.



Swedes have the same problem as Inca. They don’t have the Light Ranged Cavalry (Ranged Shock Infantry) to counter the Heavy Cavalry especially Lancer, but Swedes have other problems. Swedes don’t have the Archer or Skirmisher type units. Leather Cannon cannot substitute for Skirmisher because they are not the same type of unit. If you want to contract with Mercenaries instead of Skirmisher and Dragoon, they are too expansive in Supremacy.

In addition, Carolean is too weak in Age 2, and many civilizations can beat them by Musketeer, but Carolean is too powerful in Age 4 due to Svea Lifeguard, Snaplock, Platoon Fire, and their powerful economy. Carolean is very unbalanced units.

Therefore, Carolean is buffed in early-age but nerfed in later-age.


All trickle economies are too powerful now, so they should be nerfed. Swedes military is buffed because they can be active Crossbowman, Skirmisher, and Dragoon. Carolean and Leather Cannon are buffed too.

On the other hand, even their Torp effectiveness is nerfed, but their Torp Cards have more powerful than before to compensate for the nerfed.



British have a problem to deal with Heavy Infantry. If there are Heavy Infantry that British Musketeer cannot defeat, British will be in a bit of a predicament like Swedes. Artillery cannot substitute for Skirmisher.

Therefore, Church Card give Yeomen that it grants Longbowman Ranged Attack a multiplier +0.75 vs Heavy Infantry. In addition, Grenadier Ranged Attack multiplier is granted +0.5 vs Heavy Infantry, and Church Card give Musketeer / Grenadier Combat (III) that it adds 4 Grenadier’s maximum range.

Additionally, Church Card also increases the speed of Musketeer.


British have the most powerful boom in the short time especially Virginia Company, but I like this card; however, the build-limit of Manor House must be decreased to reduce the maximum free Settlers.

The boom is nerfed in Age 2, but the boom will be buffed in Age 3 by Estate (a card in Age 4) to compensate for the nerf.



Spanish is good at Hand Cavalry and Hand Infantry, but Hand Infantry is the weakest unit in AoE3; thus, it’s rare to use Hand Infantry in team game. (In 1v1, you will use Pikeman to protect Artillery.)

Therefore, Melee Heavy Infantry is adjusted their HP, ATK, multiplier, etc. Church Card grants Infantry Breastplate and Cavalry Cuirass +0.1 Armor for Archaic Infantry and Hand Cavalry. Furthermore, Spanish Square now can add +0.1 Armor for Hand Infantry too. Spanish Hand Infantry will be a little dangerous.


There is no big change for Spanish, because Spanish is strong in 1v1 when the per-shipment experience-points required was adjusted to the original condition. (72%)

However, Spanish is nothing special in team game because Spanish don’t have the way to boom or very strong units. Maybe, Spanish can ship Spanish Gold.



French has no big problem like Spanish, but Cuirassier is too strong in later-age; therefore, ESOC nerfed it by decreasing its Imperial upgrade. I recover the upgrade but give Cuirassier a multiplier 0.75x vs Heavy Infantry, Light Ranged Cavalry and AbstractEagleRunner.

On the other hand, Dragoon will be a little stronger than before due to the speed and cost.


French have no big change, but Church Card will reduce the build-time of Cuirassier, and Code Napoleon is available in Age 1 with the cost 300c, 300w. Code Napoleon is like Economic Theory. These changes will buff French economy a little.



The Mercenary is buffed by Church Card and Church Improvement to increase the opportunity to use them.

Civilization Bonus is nerfed, but per-shipment experience-points required decreases to 106% like Indians.


Germantown Farmers is developed by Church Card that can grant this card that the population cost of Settler Wagons decreases to 1. It can strengthen the land-economy in later-ages and have 110 military populations to ease that Uhlan occupy too many populations.



Russians have too many problems in Supremacy. Musketeer is reduced their HP and Attack due to Civilization bonus, and Russians don’t have Pikeman; therefore, it makes Russians the weakest against Heavy Cavalry in Age 2. Many civilizations train many Heavy Cavalry to defeat Russians.

Therefore, Church Card make Socket Bayonet be active in Age 2 to compensate for the Civilization Minus.

Russians cannot train Dragoon but Cavalry Archer. Dragoon can kite many units, but Cavalry Archer can’t. Cavalry Archer are afraid of Skirmisher because they don’t have the ranged resistance. Cavalry Archer attack damage is too low even vs Heavy Cavalry. If you cannot handle Heavy Cavalry quickly, your fragile Artillery and Skirmisher will be annihilated.

Therefore, Church Card make Tatar Loyalists be developed.

The Russians players don’t want to use Halberdier because they cannot find any reason in Age 3. I don’t know why Blockhouse just trains 4 Halberdier at a time.

Strelet have a short-range problem. I know Strelet have a powerful suppression to defeat the other Infantry by speed and huge amount of them, but as a Skirmisher type unit, their range is too short to counter the units they should defeat in Age 3. If your opponent has Heavy Infantry or Light Ranged Cavalry that they have a longer range than your Strelet, what unit you will train can defeat them?

Therefore, Strelet Combat add to 2 range in all actions.


Russians civilization bonus depends heavily on how many Settlers they can train continuously, but Russians must train Settlers and Infantry in groups. It makes Russians require more and more food. It is hard to train settlers and infantry at the same time.

Another problem is the build-limit of settlers. If your settlers are not killed by yourself or your opponent, you will kill 2 settlers by yourself to train 99 settlers.

Therefore, Settlers and Infantry now can train individually. Church Card make Hunting Dog be active in Age 1 and Steel Traps in Age 2.



Ruyter and Halberdier are buffed a little.


Dutch Economy is buffed as 99 villagers’ effectiveness, but they will lose their advantage of 150 military population. The build-time of Bank is also increased, which means that If Dutch don’t ship the Dutch East India Company to reduce the build-time, Dutch will spend more time to boom than before. However, their Cards increasing the build-limit of Bank are merged into a card to ease that Dutch must ship too many cards to boom.



There is nothing changes.


Whether Portuguese will be strong depends on how many villages the Town Center continues to train. This is like the Russians, but the Portuguese bonus of training villagers is stronger than Russian bonus. If you want to keep training villagers to boom, it will require much Food.

Therefore, Church Card will give a bonus to decrease the cost and build-time when you have more and more Town Center.

Another problem is sometimes enemy will kill your Covered Wagon or destroy your Town Center construction.

Therefore, Church Card will reduce the risk.



Maybe Ottomans is the best designed among all civilizations because the Ottomans players have a lot of strategy they can choose. Rush, FF, FI, Revolution, etc. If you don’t scout what Ottomans want to do, you will lose this game.

Ottomans have a problem to handle Heavy Cavalry, and the reason is like Russians. Janissary has a lower multiplier vs Heavy Cavalry; thus, New Order Infantry is granted the new benefits for Janissary, but the cost is too high.

Therefore, the cost of New Order Infantry is decreased.

Another problem is Abus gun is still powerful. Therefore, Abus gun is nerfed by decreasing the damage vs Heavy Cavalry and Shock Infantry.


There is nothing changes.



War Chief is buffed vs Treasure Guardians. Warriors Priests is nerfed. Garland War Ceremony is buffed.

Eagle Runner Knight now can decrease their build-time by Scorched Earth but be nerfed vs Hand Infantry and Ranged Infantry.

Aztec must rely on Otontin Slingers and Jaguar Prowl Knight to defeat Heavy Infantry especially Musketeer.

Therefore, Great Temple of Quetzalcoatl Support increases the damage of Jaguar Prowl Knight vs Heavy Infantry.

Arrow Knight is buffed vs Artillery. Coyote Runner is buffed vs Skirmisher. Aztec has the same issue as Inca. Eagle Runner Knight and Jaguar Prowl Knight are too hard to defeat the Artillery and Skirmisher. Therefore, Arrow Knight will be more perfect vs Artillery than before. Coyote Runner will be more efficient vs Skirmisher.

Their Temple Support Cards can easily ship now with Religious Unity.


Aztec can ship 3 Warriors Priests to occupy the Community Plaza to boom Aztec economy. Now, they are good at mining.



Musket Rider is nerfed. Mantlet and Ram is buffed.

Their Support Cards can easily ship now with National Unity.


Haudenosaunee is a generalist like their resources’ cards, and their resources’ cards are reworked. It will give more powerful strategy to Haudenosaunee.

Additionally, they can ship 5 healers to occupy the Community Plaza to boom Haudenosaunee economy.



Teepee and Tashunke Prowler are reworked by simple interest to make them more balanced.

The new Big Buttons give Lakota a opportunity to defeat some civilization that have very strong Light Ranged Cavalry. Lakota rely on their Cavalry, but if opponent have Light Ranged Cavalry your Bow Rider cannot defeat, you will need something to defeat them.


Lakota is good at hunt, and they can ship 5 healers to occupy the Community Plaza to boom Lakota economy. Additionally, Teepee can give an economic aura for villagers.



The Banner Army system is adjusted to make them more flexible. Especially, the upgrades are merge into two types of the upgrades.

Keshik and Steppe Rider are buffed.

Ming Army change the combination to 3 Chu Ko Nu and 2Keshik.


Their Cards increasing the build-limit of Village are merged into a card.



Sepoy is nerfed in Age 2, but Sowar is buffed.

Agra Fort in Age 3 and 4 is stronger than before.

Howdahs decreases the damage vs Infantry; thus, they will be less powerful than before.


Indians economy in later-age will be buffed by Karni Mata and Grazing a little.



Ashigaru Musketeer and Naginata Rider are nerfed.

Yabusame Archer is buffed.

Golden Pavilion is a bit restricted.


Japan’s dependence on the map is reduced, and Shrine avoid snatching prey from teammates or opponents.

The trickle of Shrine is nerfed in early-age, but it is buffed in later ages.


AWESOME changes! I agree wholeheartedly with pretty much all of them. Though I suspect some people might disagree. Thank you for taking the time to suggest this. In particular, I like how your changes would benefit players of all skill levels, not just at the very top or at the middle.

1 Like

I like most of the suggested changes, I hate some of them tho. I’ll comment on each of then later when I have(a lot) of time

1 Like

Nice Post!! I can see you have put a lot of work to come with that stuff and most of these changes seem reasonable!!
This could definitely be a good reference point for future balance changes in the future

1 Like

At first I was a bit overwhelmed by the post length, but these are mostly some damn good suggestions. This clearly took a lot of effort to put together, nice job.

I’ll just post comments on certain changes that appeared problematic to me.

I think nerfing HP & LoS might be going too far, houses are already often the most vulnerable building.

Unfortunately, this just wouldn’t technically work at all, with the current system of shared damage between adjacent wall segments. Wall HP is always normalized upon taking damage, so you can’t have different parts starting at various HP values; the walls would be immediately reduced to the lowest HP among them.

I’m not sure this is a big enough problem to warrant the suggested changes, although I do see the idea behind them.

In essence, I don’t think this is a problem. It is interesting to have some variation of certain units being able to kite better than others.

Yeah, honestly this should probably be fixed as a general bug.

This sounds too strong, would be a massive buff to all revolutions.

I think this would be too technically difficult to implement on AoE3’s game engine.

This seems too complex, I would rather keep the current system. While it’s true that maintaining production can be more difficult as the Russians, I’d say that is by-design.

Seems like an overbuff, this one is already viable or at least very close to viable.


Incas have already broken, don’t make them broken even more.

Inca can use priestesses and llamas on ceremony, so it will be 27.5 * .84 = 23.1 wood per second (like 3 factories!) for just 10 population (that doesn’t matter because of your variant of kallanka) in addition to a full 99-villager based eco and 2 trickle sources. And lack of wood in some situations is the only way to beat Inca quickly and not turn it into 1-hour madness.

Age II stealth unit with the highest raiding potential in the game? It’s hard to counter even with age IV stealth. Stealth implemented terribly in AoE, better just get rid of it.

And again, a unit that can destroy your factory/TC in 5 seconds with stealth?

But factories are age IV tech and can be destroyed completely, unlike Inca’s eco. For me, they should have villagers limit penalty for available trickle sources like dutch and japan.

So shrine equivalent that can be built in safety on your base will have 50% more hp than shrine itself?

1 Like

This is really a great post and the concepts are also correct.
However I think some suggestion points can still be better.

Below is my opinion
Economic Building
This is the main key why these civs in team game are very OP, because whenever they can, they can boom, this put economy far away from their opponents, and most of time is not their opponents don’t want to destroy them, is hard to find, and hard to destroy. More advantages you have already mentioned.
Also compared them to factories, they are much effective.

My suggestion:
The best way (but impossible): Rebuild these buildings and give them other bonus.

Another way:
General: Give these house 2~3 times support population, cost double or more. (To lower their boom speed), adjust the build time; Same opinion with reducing HP.
Shrine: Heroes can’t build anymore; Animal outside Japan TC area (can be larger area) become killable (See if Torp don’t allow you to mine their golds?); Nerf the card for shrine in age1.
Torp: Can’t gather several resources at the same time; One gold mine only allow 2~3 Torps; Can’t kill animals.
Kancha: Change trickle to a free Llama. (Why should they? compared to Haud house?)
Bank: Limitation age1=1 age2=3 age3=5. (Age2 with 5 banks is crazy)

Deleted the Wall column no more refund the resources; Adjust the cost and build time. (Too cheap and build too fast)

Culverin: Same feeling to this unit, may be cost adjust to 100w 350g

Archer Aim: Totally agree

Melee Heavy Infantry: Increase speed.

Trading Post and Native Embassy: Disagree, everyone will rush to build the TP for native. Natives have good tech are still worth to build.

Church and its unit: Adjust the heal back from auto to manual like original AOE3, auto heal is completely trash. Only noobs were crying for less controlling at that time. Make surgeon and his tent better.

Big Buttons (Native Americans): Agree

Economic Improvement (Native Americans): Agree but they still weak in team game due to booming (also their shipments).

Civilization Balance:
Houses are mentioned so no repeat.
Carolean: Buff them in age2 and nerf their cards, multipliers should be adjusted, only Carolean can kill Lakota but in fact they are weak at in age2.
Card Changes: Anything still buff Torps are not suggested, why keep giving bonus to the houses?

Manor House: Agree to the pop cap and build-limit but should cost more otherwise is not fair to other houses.

The number of Uhlan: Totally agree.

This civ needs much much food, and because their quality is lower and train faster, so they need more wood to build house.
This needs to adjust.


Enable garrison for Villagers.

<<Disagree, why?


Enable garrison for Villagers.

<<Also disagree, why?
Club warrior: Buff a bit the siege attack, to improve the inferior situation against trickle civs.

Ashigaru Musketeer : Speed also decease to 4.0.
Tempo Reforms (improvement in Age 4):

The work rate at Shrine increases to +500% for Food trickle (from +350%) and +450% for Wood and Coin trickle (from +300%)

<< Not agree unless the booming speed and power are nerfed.

Native (Except Inca)
These civs should adjust because almost very few people will use them now.

Interesting post with a lot of good ideas. Some are questionable though. I’ll only reply to the specific ideas I strongly disagree with.

I think that house LOS is fine for civilizations that have to use villagers to build them, because there is an inherent risk to sending vills far away from the TC to build, and this risk/reward system promotes strategic diversity. reducing HP and increasing build-time for trickle houses is definitely a concept I agree with though.

IMO, wooden walls are weak enough as-is. whether they are priced correctly is another matter.

The current balance of the game takes the “aiming” factor into account. archer type units with short range like cetan bows or aenna are not supposed to be competitive against skirmisher-type units because of the technology difference. Cav archers tend to have melee resistance, because it’s expected that they’ll need to stand still. So this should not be removed.

I like this idea a lot, except for the penalty against ranged infantry. ranged infantry already counter ranged cavalry plenty.

The musketeer is designed to be the most well-rounded unit, and it is intended to beat other heavy infantry, so I don’t think this change would be a good one. Nor do I think musketeer range needs to be increased, ever.

I don’t think melee infantry can simply have their HP buffed either, because of their high siege damage.

Without going into too much detail, I don’t agree with most of the changes to church cards. I do agree that some of them are useless. Most of the church cards come with a mercenary-shipment like upgrade that usually has enough value to pay for the shipment itself. and now that churches give an XP trickle, 150w is not a steep cost to just build one. So the wagon is not necessary. I do like the coffee trade idea.

I have to say that I prefer the opposite philosophy. buff the base and nerf the increase, so that it’s more viable to pass over the related shipments, which promotes strategic diversity. However, the torp is very very strong, like you mentioned. with Blueberries and Ironworks, each torp is worth 2 vills for 115 wood, which is pretty game-breaking. Swedes can have a 40 vill economy at 6 minutes, easily doubling many other civs income. So in this case, the base nor the cards should receive a buff. Just a nerf to one or the other.

This is a nice philosophy, except that it eventually results in units becoming very complicated. fine for hardcore and experienced players, but not great for beginners.

Generally, I think your suggested changes to russia are too extreme. They have issues, but those can be solved with regular balance changes. Russia has their own unique play style, and it’s not for everyone, but some people really enjoy it.

Similarly, the Chinese’ Banner Army system is not necessarily a bonus, but a trait. It is recognized that the banner army system is relatively inefficient. this is why China gets 220 pop.

Similar to your sweden suggestions, your suggestions for Japan will greatly restrict build-order diversity, because japan will be even less likely to take anything other than Kami and Toshogu shrine.

1 Like

Wow what a topic! I am sure you have put lots of efforts on these suggestions. Most of them are constructive and I support them except the change of hp of normal houses, and Eaglemut has pointed out the other problem. I am surprised that some of them are exactly the same when I discuss changes with my mates (Example: Dutch bank card, Sweden infinite 7 skirms and 4 dragoons card, the amount of free uhlan from shipment).

I would like to point out the suggestions I like the most:

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.)

This definitely can change the meta of dragoons+skirms which is too powerful at the moment.

New European Politician: The Revolutionary (IV) replaced The Papal Guard (IV) or The Logistician (IV)
The Papal Guard (Guard Pikemen + Royal Guard Crossbowmen)The Revolutionary (IV) decrease the cost of Revolution to 500f, 500w, 500c (from 1000f, 1000w, 1000c)

I love this new politician for a easier move to revolution, but I am strongly against to take out the papal guard politician, just add the new one or replace the other one.

Original Church Cards move to Age 1 (from Age 2), deliver a Church Wagon, reduce the population cost of Priest and Missionary to 0, and grants the new benefits based on civilization. (The benefits may be designed based on the Achilles heel of civilization, less used units, or less used cards, etc.)

The church cards really require a rework. These suggestions can be a way to go. Especially I like the coffee trade suggestion, reducing the max pop instead of all units speed is more reasonable and meets the features of Dutch.

Again, I appreciate the suggestions you made. AOE3 will become more fun to play if these changes are applied.


A really wonderful write up. Some of the suggestions are very interesting but I didn’t read everything in it. It would take me 5 hours to read everything at my pace lol but I’ll try.

But they have a 4.5x multiplier vs Heavy cav in melee and a 30% melee resistance. They do the same thing as dragoons in melee without these changes, but quite differently. They need more speed though.

I want to nerf Torp, Shrine, and Kancha House, so I nerfed HP & LOS for all House by systematic adjustment.
LOS of Torp and Shrine can allow the Swedes and Japanese players to find your villager and army. I think House is just a building supporting the population.

Maybe you are right, and I just show the design problem.

I like the various design too, so I reworked Church Card and Support Card.
But Archer and Skirmisher have a unbalanced problem like Hand infantry and Musketeer.
If the range of all Archer were longer than Skirmisher, it would be fine to aim at the target.

If it is too strong, or per-shipment experience-points required is fixed at 1200 EXP.


I know that is by-design, but fewer and fewer players want to play Russians.
Russians really has some design problem.

Another problem of training Settler in group is when your Settlers train to 98, you will delete 2 Settlers by yourself.

It’s not very complex.
You train 1 Settler with no bonus.
2 Settlers you train will reduce 7s and 15f.
(25 * 2 -7 = 50 -7 = 43s, 100*2 -15 = 185f)

3 Settlers you train will reduce 15s and 30f.
(43 + 25 -15 = 68 - 15 = 53s, 185 + 100 - 30 = 255f)

Incas have already broken, don’t make them broken even more.

Good point! Maybe they should be nerfed more than I adjusted.

I’m not sure, because Coyote Runner have a card that enable the stealth action too.
If that is over powerful, just remove stealth action.

But TC can sees stealth, and stealth action will decrease the speed by half. Additionally, this card should be shipped in Age 4.

Honestly, I agree with this point that should be like Dutch or Japanese, but I still don’t change that because someone may think it is going too far.

In my version, the trickle of 13 Kancha Houses will lose to 20 Shrines with 2 animals. In addition, Shrine will snatch your food. This problem is more troublesome than boom.

Big congratulations to you man!
I enjoyed reading your article and agree with a lot of points.
I would provide a more complete feedback on your changes.
I hope the microsoft team sees this topic and realizes that only one dude work better than a whole team!

Yeah, It’s a way to nerf them; thus, I nerfed Manor House by this way.

An aura to restrict it? This idea make sense.

I have the same idea before, but Torp gathering all resources at the same time may be a feature for them; therefore, I give up the idea and just nerfed the effectiveness; besides, If they gather a resources at a time, which resource should they collect first? It is very difficult to balance.

This is very interested, because their Llama can occupy at Community Plaza, right?

Maybe this is easy way to adjust.

I heard the Inca player want to play the Native Rush, but he gave up; therefore, I think it may have some problem.

I completely forget that.

Yeah, but I don’t know how to buff them because the economic civilizations are too powerful in team game.

Maybe this card should adjusted the multipliers vs Rife Rider to 1x damage.

Because the trickle of Torp is 0.25x villager effectiveness (from 0.5x), and this nerfed all gathering rate. If Torp card have no change, the Swedes players will don’t use them anymore.
According to the calculation:
1 Original version: 0.5x * 2 = 1x (the other resources are 0.5x)
2 Adjusted version: 0.25x * 3 = 0.75x (the other resources are 0.25x)
It is still weaker than before.


The reason is not special. Long house look like very big, I think it can garrison for villagers.
Lakota cannot build Wall in early-age, even though they have the fastest speed in the game, but their economy are very weak; thus, I just want to give their villagers a way to escape.


Maybe Ashigaru Musketeer should decrease the speed to 4.0, because Musketeer Max Range will be 16 in my version.

I already nerfed the booming speed in early-age, the adjustment in Age 4 just compensate for the nerf.

This change is the balance between Musketeer and Light Ranged Cavalry. (Another balance is Musketeer max. range reach 16 to counter some Long-Ranged Light Cavalry)
Light Ranged Cavalry has more choice than other units even Heavy Cavalry.
If they cannot win, they can run away, but If they can defeat, even if the enemies are Skirmisher, they don’t feel afraid.

This is the reason why I adjusted the balance between Musketeer and melee Heavy Infantry.

Or just increase their hand attack and decrease their multiplier?

The mercenary-shipment like upgrade can increase the cost to deal with this problem.

But I usually buffed some useless cards to prevent the player from abandoning these cards.
If Swedes can abandon these economic cards, Dutch should abandon their Bank card by increasing Bank work rate, right?

Yeah, I reduced the animals bonus, but I still buffed the cards, Wonder, and the improvement in Age 4. However, Shrine is still slower than before in early-age.

That is the reason why I said the Spanish players will kill me.
But I’m not sure what politician should be replaced by the new one.

In my version, their multiplier will be adjusted to 3x vs Heavy cav. They have a 30% melee resistance, but they still lose to Dragoons.