since we invariably will get some balance changes when the new DLC goes live.
Bolded words break changes up into Categories
Italicized words are my thoughts on why the change is needed.
General Unit/Tech Changes
Supplies - Cost reduced to 100 food and 75 gold
Longsword - Upgrade Cost reduced to 150 food and 50 gold. Increase Speed to 0.95. upgrade researches 5 seconds faster
THS/Champion - Movement Speed Increased to 1.0. upgrades are 15 seconds faster each.
Also considering adding a new armor type of scouts, spears, and skirms, all of which would take bonus damage from LS/THS/Champion only (Militia and M@A unchanged), though right now its something i would like feedback on.
These changes are all oriented at making the Militia line more efficient and cheaper at forcing engagements
Hand Cannoneer - Projectile speed increased to the same as archer units, Health increased to 45
This should ensure that not only do HCs survive a bit longer, but their attacks are more likely to hit, and their targets die slightly faster too
Flemish Revolution - cost greatly reduced - unlocks the ability to train flemish militia at the town center and barracks, and can upgrade existing villagers into flemish militia for the cost of 10 food and 25 gold each.
this nerfs the power of Flemish Revolution by not instantly converting your villagers, you instead have to pay a price to upgrade them, 100 villagers would cost 1,000 food and 2,500 gold to convert
start with 50 less food and 50 less wood - this is to offset the power of their eco bonuses and slow down their ability to boom, doesn’t seem like much, but basically this means after you throw down your 2 houses and a lumber camp you can’t get any upgrades right away, and if you want to build a mill first you’re going to have to chop at least 150 wood before you can research any eco upgrade.
Gain Leather Archer Armor upgrade - small buff to the civs archers
Howdah - Effect increased to 2/1.
Town Patrol granted for free - minor and in line with the rest of the civ
Cataphract - Elite Cost reduced to 1000 food and 700 gold - small buff to the unit to make it more affordable
Greek Fire - no longer reduces accuracy
Start with only 2 extra villagers but only 150 less food - small eco nerf
CKN - price increased by 5 gold - small CKN nerf
Archery Range and Stables are 25% cheaper - small buff to the civ.
Cuman Mercenaries - in addition to current effect, reduces cost of Cav Archers, Scout Cavalry, Steppe Lancers, and Kipchaks by 10% - Currently Cuman Mercenaries has no use in 1v1
Gain Plate Barding Armor and Thumb Ring - let’s make this civ less of a one trick pony.
Perfusion nerfed to 80% - to offset the two gains above a small barracks nerf.
Fabric Shields also now affects all barracks units - a little extra love for the civ.
Gain Siege Engineers - don’t think i need to say too much here.
Starting food bonus reduced to 100 - small nerf to the eco in the early game means less options
Relic Bonus capped at 3 in Castle Age - small late castle age nerf.
Lose Galleon and ECG - makes them less appealing on Hybrid Maps
resources last 10% longer - small eco nerf
El Dorado cost Increased to 900 food and 700 gold. - el dorado nerf.
Mameluke - cost reduced to 70 gold - mameluke buff
Start with 100 extra wood - small eco buff to give this civ some more early game life and options
start with two houses already built - this is a very small eco buff for the early game.
these are just my ideas (though some have come from other people on these forums and i liked them), these are all rough ideas and i am open to debate on them.