Some changes, excluding the new civs, with some civs I indeed went quite far, let me know what you guys think.
Thanks for reading!
Incas: Stone buildings cost -20%
Instead of just 15%. Now that they dont have their unique vill rush, they’re left with nothing meaningful in Feudal Age, noticably worse than the other two meso civs, and worse, just a generic sense to the civ. This 5% matter a lot, since it allows them to build 2 Towers within the starting 200 Stone.
Franks: Forage Bush lasts 15% longer
Instead of their current 15% gathering bonus. It’s more about whether they’re OP or not, but more about being too convinient and smooth to play.
Burmese: Arambai now has +3 bonus damage vs. Cavalry
Burmese struggle vs. Archer civs, I didnt confuse between the two, it has to be solved directly, however, back when they had that “OP” version of the Arambai it acted as a win condition against every Cavalry civ (similarly to a Conq, just with a possible Ballistics), and was versatile enough to be paired with Mangonels to deal with Archers and form some sort of an attempt to defeat the Archer civ before they reach an Early-Imp Arbalester which destroy Brumese. That was their ticket to shuffle up a game uniquely, Burmese have such a fascinating UU, shame we dont get to see it often.
It takes them roughly half way to their previous state when facing Cavalry. And therefore justifying forming a win condition based on the Arambai as if they were a CA. Currently dealing with Knights is too exhausting, the Arambai barely do damage to them, it takes about 15 (20 considering their poor accuracy) Arambai’s to one-shot a Knight, where previously (pre-nerf) they needed 10 hits with higher accuracy, this huge gap basically redefines their role, almost eliminating them from the mid-game and pushes them far to the last game where you have mass-vs-mass fights. This units deserves more than a Post-Imp niche.
Bulgarians : Dismounted Konnik now takes no pop
Either this or 0.5 pop, forming an army of Dismounted Konniks is pretty much impossible, since they mostly die right away, there’s no really room for an abuse just slightly more convinient.
Chinese : Starts with -50g
Civ with 3 eco bonuses must have more than a -200f -50w draw back, they’re top 1 civ in the game for years, for a reason, they’re too good early on, and that’s what matters in a competitive match of AOE.
It slows down their meta play and allows the player to pay few extra seconds in order to translate his predictable eco lead into an aggressive move.
Malay : Karambit creation time is now 4 seconds
Instead of 6, which made him the slowest Infantry to produce in the game alongside Teutonic Knights per a single unit of pop, despite how badly Karambits rely on their mass.
It takes 12 seconds to create 1 pop of Karambit or TK.
Vietnamese: Archery Range Units and Battle Elephants have +20% extra HP passively
Vietnamese: Castle Age UT: Skirmishers and Elephants are being trained 30% faster
Instead of just Archery Range Units. While also removing the overly luxurious tech: Chatras, that fitted only in post-Imp situations. Served no strategic purpose other than overkilling the opponent.
Imperial Skirmisher becomes noticably stronger than Elite Skirmisher only when massed, just then you feel its supiriority against units which it doesnt counter traditionally, like Light Cavs and Champions. It’s hard massing them, especially considering how mediocre Vietnamese economy is.
A little boost to their Elephant transition, since it’s always a tech switch, it better be quick or else they’ll get countered.
Goths: Team Bonus: Palaside Walls have +2 Line of Sight
Instead of the overly themed +20% Barracks working rate, which was an over kill, barely made any change, nor allowed any versatility. Considering Goths lack Stone Walls (similarly to cumans who have HP bonus to their Palaside Walls) it would be nice to a nice indirect defensive feature.
Mayans: Resources last 20% longer (Excluding Huntables and Herdables)
Instead of the previous 15% bonus that applies on every single resource. It made their early game so strong, having 3 eco bonuses once deciding to just play meta Archers strat. (Extra vill upon clicking Loom, cheaper Archers, and this bonus which gave them about 250 food from this precious food source for free) The post Dark Age powerspike is just too big.
On the other hand, I give them a little more grace up there in the Post-Imp situation, where they really become a below average civ, relying on gold so badly.
Italians: Archery Range units have +1/+2/+3 melee armor in Feudal/Castle/Imperial Age
Italians: Castle Age UT: Buildings regenerate HP (300 HP/minute)
Italians: Genoese Crossbow and Condottiero have +1/+1 armor passively
Italy is known of taking the crown as the country with the most UNESCO World Heritage Sites in the world. (with China) The amount of preserved architecture there is mind blowing.
Besides that Italians dont really have anything for them besides Hussars in the very latter parts of the game where stone efficiency becomes an issue, so it wont be abusive.
Regarding their Archers, they feel way too generic, a luxurious UT comes way too late in order to make a change. This wont make a huge change, most noticably in Feudal Age where it actually gives their Archers and Skirms more time to exhaust the Scouts that hit them.
Portuguese: University and Monastery technologies are researched 85% faster.
Portuguese: Receiving 150f and 150w every new Castle they build
While removing their current teching bonus.
Civ that claims no powerspikes, having only 3 bonuses which share the same concept: “All the ____”
All the Units cost 20% less gold, All the Ships have 10% more HP, All the techs are researched 30% faster. With no focus there’s no identity, their only hope is to reach Imp to finally utilize their Portuguese nature.
This "All the ___ " format, not just puts us in a generalized position but also limits us from dealing with higher values, it always ends up with low number 10-20-30, that dont really add much to the player’s experience leading to low playability. An almost generic sense.
The second bonus allows them to go for Organ Guns more comfortably, their last resort when it comes to a playable identity. Most Maps are too open to even consider utilizing this unit, and the fact this civ has no eco bonus makes mining stone a burden.
Tatars: Team Bonus: Cavalry Archers and Steppe Lancers have +2 Line of Sight
Tatars: Steppe Lancers have +2/+1 armor passively
Tatars : Loses access to Knights
The civ was infalted with mounted options, Between a Hussar with more armor, an Unique Steppe Lancer, a great UU (Keshik), and a fully upgraded Cavalier- you’re left with too much options that fill roughly the same role. On top of that, in order to further differentiate them from Cumans.
Tatars tends to be a boomy civ (with the sheep bonus) into a double gold composition of Knights and Crossbows, instead of evolving into something a little bit more unique, beyond just an eco bonus and a free Thumbring.
Malians : Gold miners dont need a drop off site
Malians : Lose access to Gold Shaft Mining
Removing their current gold bonus.
Historically the people of Mali are known for their Gold Mines, however the 30% lasting longer bonus is not really needed, they already have a top 5 no-gold-post-Imp composition between the Farimba Light Cav and the highly efficient Champskurl.
They thrive on a low gold standart anyways, unlike Mayans this one, despite the history makes no sense strategically.
The new bonus allows a higher degree of playability, while also reversing their nerf they got (thanks Bohemians) slightly, losing an Imp tech fits perfectly with the rest of their tech tree, which is quite accurate historically. The Imperial Age was quite rough for this “Empire”.
Teutons: Stable Units receive +1/+2 melee armor in Castle/Imperial Age
Teutons : Teutonic Knight has 7 Line of Sight
Instead of also applying on Barracks, which makes them broken on closed maps, and drain the purpose out of their poor UU, not a fan of turning their Champion into a semi TK.
Instead of 3/5 LOS in the normal and the Elite version, just a flat 7, He’ll no longer be surprised by Monks, or worse, by a Mangonel hit, TK already has too many counters, he’s too slow to react late, it doesnt have to be this humiliating.
Plus, unmounted slower units naturally have more line of sight, high movement speed disturp a sharp eye sight.
Persians: Rams move 20% faster passively
Persians:
Having just 2 civ bonuses, over-minimalistic of a design, which is not that bad, it’s a balanced civ, however, feels generic many times. Especially considering the new flashy civs. And it gets worse when their Siege Elephant seems to be thousands time more viable than the War Elephant.
Rams have a 0.5 movement speed and a horrible collusion size + a horrible turn rate, unlike Armor Elephants that have 0.6 movement speed that’s basically 0.66 after Husbandry, with a much better turn rate than Ram which matter a lot. With this change we’ll have Rams that move at speed equal to these Armored Elephants before Husbandry. Plus it doesnt ruin diversity, Mongols have it as an UT, which affects all Siege units at a much higher value. (double)
Britons: Shepherds work 35% faster
Britons: Towers have +1 Attack
Britons: Yeoman: +1 Range for Foot Archers
Britons: Longbow: Have 6/8 Range
Britons: Longbow: Have 7 Attack flat
Britons: Longbow: Have 65%/80% Accuracy
This way we insure diversity within the civ tech tree, no longer a textbook over-convinient Crossbow build, but a more sophisticated one, allowing to choose between two option, an extra range Archer at a price of Accuracy yet highly rewarding when hitting with 7 Attack vs. the generic fast producing Archer, highly convinient, and high Accuracy of 85%.
Yeoman is now less than half its previous price, 400w 200g instead of 750w 450g.
And with the enhanced shepherds bonus and the passive Tower attack this civ can go for a Trush with Skirm+Spear push, old fashioned and highly fitting. More to play with during mid game, their Imperial remains the same, they practically lost 1 Range on their Arbalester. (Yeoman is much more accessible now)
Again, Thank you for reading, please comment your ideas/feedback!