*Golden horde: For every unit produced, the resource cost of its corresponding class’s reinforcement technology is reduced by 5 Stone.
* Tughlaq Dynasty: The discount effect of the “Dome of Faith” applies to all Monasteries in the current game.
Swap the Landmark bonuses between the “Sultan’s Palace” and the “Keep of the Guardians”.
* Macedonian Dynasty: Add an Imperial Age technology to the Market. Its effect is: Consume 1000 Gold to slowly gain a trickle income of 500 Silver per minute over 4 minutes. Cooldown: 4 minutes.
* Sengoku Daimyo: The “ Castle of the Crow “ gains a new aura that increases the range of building-mounted cannons and defensive weapons within its area of effect by +1 and their damage by +10%.
* English: King’s Palace vills’ production speed increased by 20%.
The “Berkshire Palace” gains an aura that increases the attack speed of ranged units within its area of effect by 5%; Additionally, it gains Enhanced Influence: For every Castle built, the attack speed of all ranged units is increased by 1%.
* The “Imperial Palace” gains an aura that increases the armor of all Royal Guards within its area of effect by +1/+1.
Furthermore, while the Royal Palace’s Spy skill is active, the movement speed of all Royal Guards is increased by 15%.
* Recruitment Bonus: Archery Ranges and Stables that are “not” within a Castle’s aura also receive a 5% cost reduction.
* Jeanne d’Arc : “Guild Hall” has been reworked into the “Guild Bank”: Any existing resource can be deposited into the Guild Bank. The amount of extra resources gained upon withdrawal is determined by the amount deposited and the duration of the deposit.
* General Farm Adjustment:
Farms now have an attribute called ‘Fertility’, starting with 200 Fertility.Collecting 1 Food consumes 1 Fertility; When not being gathered from, Fertility recovers at a rate of 1 point per second.
* New Castle Age (III) technology “Crop Rotation”(250w 250g): Villagers gathering from Farms with Fertility greater than 0 receive a 10% gathering rate bonus; players can manually cost 60 wood to restore 200 points of fertility to a single farmland. A new button is added in the mill, which can automatically spend wood to restore the fertility when the fertility of the surrounding 8 farmlands is exhausted, (but this does not apply when the wood runs out.)
The main thing I would like to see is the tughlaq having the castle age landmark 20% discount on forts extended to also it’s upgrades. Or even 20% off the fort but a smaller % off the upgrades would help a bit more. In matching Dehli
Also in regards to the new civs. The sengoku it is ridiculously easy to get a lot of resources quickly and easily compared to others that it feels like a pain to eak out that same level of passive income. Not sure if others need a buff or they need a nerf.
I suggest you first correct your post by adding a number (1, 2, 3, 4) to each statement to be sure which one you’re referring to; otherwise, it will create confusion when they’re discussed in the post.
Reinforce Discount
Interesting idea.
Dome of Faith Buff
If they did that, Healing Elephants would be massive in Castle and Imperial Ages. I think the joke about the bonus being limited to the Landmark is also for balance.
3).- Sultan Palace effect at Castle Age (III)
If you did that, you would have the Sultan Palace effect in Castle Age, which in some cases would be “Ultra-Broken”:
35% discount on technologies in Castle Age (III)
Cavalry with +65 HP
Town Center functioning 75% faster
It’s very broken. In fact, one of my strategies for Tuglaq in Imperial Age is to reserve the Technology bonus (35%) so that immediately upon building a Library, I get a super discount on its technologies.
In fact, the one that should have the most balance is the “Hisar Academy” (IV), since, as a Madrasa, it doesn’t have much that’s special: Any amount of resources it slowly gives you (50 gold and 50 gold per minute) is immediately offset by 1400% by Sultan Palace, which gives you any of the effects of Fort LV4 “for free” (Fort LV4: 1325 stone + 100 gold + 150 seconds upgrade time).
4).- Macedonians: Get Silver at the market
Well, it’s weird that you can exchange Gold for Silver in markets, when Byzantines have exchanges from Gold to Oil.
First, they need to implement a proper change from Gold to silver, in the market. After that, we can talk about new technologies.
5).- Castle of the Crow buffs:
I’m glad that more than one person thinks this landmark needs more buff. That said, I think I understand a little of what you’re proposing, but it needs better wording:
“Gain a new aura, increases the range of any defensive building (outpost, stone tower, town center) and its location by +1 and its damage by +10%”
IDEA:
I was thinking about a concept for Sengoku 2, or a Hideyoshi variant with more clans, but then I thought about it better: Why not increase the number of clans in Sengoku? I mean, we could have 3 more (Marine, Siege, Economics).
6) King Palace Buff
That could work. The only landmark with a similar Town Center function is the HRE (“Palace of Swabia”), which in Age IV has 200% production speed and a 66% discount.
So 20% extra for III age wouldn’t be bad.
7) Berkshire Palace Buff???
Nope, absolutely not.
That Keep is already the most Broken Keep of the game. In fact, it is a landmark SSS+ plus 5G, I don’t see why make it even more broken.
8) Wynguard Palace changes
The “Tudor” Palace (Wynguard), I guess.
I don’t see the reason for the aura: If the other Landmark (Berkshire) is supposed to be defensive, the one that’s supposed to produce units shouldn’t have defensive abilities.
On the other hand, its “Defensive” ability is already present in the Network of Castles civ bonus.
What could be suggested in general is that many unique units, especially “Royal Guards,” should have some kind of bonus near Keeps, Landmarks, or Wonders.
So far, only the latest civilizations have implemented something similar with some units:
Varangian Guard (2023): They gain +3/+3 armor near Santa Sophia.
Heavy Spearman (2025): An Angevin unit, near Forts they gain +20% HP and 20% Attack.
9) ???
I don’t see the logic in that.
Do you want to build military buildings away from the castle so they get a bonus?
I don’t understand what historical mechanic are you trying to implement
10) French Banks in the Jeanne D’Arc age
As far as I understand, France didn’t have banks in the Middle Ages, nor was Jeanne associated with any bank. They weren’t exactly considered good bankers either. Please, let’s not invent any more anachronistic or erroneous aspects for this civilization. Jeanne with the handcannon was already too much, no more please.
11).- Crop Rotation
One question: “Have you checked how villager farming works in the game?”
Your idea would only work if crops were harvested randomly, or in sections, like in AoE2.
In AoE4, the game already uses “Crop Rotation” for farm regeneration:
Each 4x4 farm has 16 crops. Villagers harvest from these in a structured way, and while they harvest, the areas that have been harvested the longest regenerate over time.
Even with maximum harvesting capacity, harvested areas regrow over time and can therefore be harvested again.
If you use the “innajiffy” cheat, your villagers collect everything immediately, which ends up wasting the land, and in fact, they have to change farms because it doesn’t regenerate in time; it’s quite funny.
Regrow is about food reserves in the farm, but Fertility is about the collection speed of farmland, they are not confilct
Additionally, “The “Imperial Palace” gains an aura that increases the armor of all palace guards within its area of effect by +1/+1.”I am talking about Chinese in this case, not English
One thing to think about since you mentioned JD changes: is there a way to make their landmarks more unique and different than French? So instead of the stable 20% speed bonus maybe one for archery range to support their unique crossbow? Maybe keep the castle age tech landmark but just help push JD into some different comps and ways of using her civ compared to French.
The landmark is called “Cavalry School,” and it even includes a horse in its eyecandy. You can’t change the role of a landmark without considering the historical building it represents.
Technically, the landmark represents a chateau, a fortress or mansion of French nobles, and all the nobles fought on horseback as Knights.
If we want the long-awaited JeanneDArc Rework, and to make her more distinct from France, they definitely need to give her new Landmarks, maybe 2 or 3, but new ones, and there are many Chateaus or Palaces that can fit Jeanne time:
Château de Vaucouleurs
Château de Chinon
Reims Cathedral
They could also consider a 3rd build for Joan, as a Support, that doesn’t attack, but improves troops’ armor or attack speed.
I would agree for the rework some new landmark visual and designs would have to come into play with it also changing the effect or bonus compared to French to add variety in options vs same strategies as french
What I would like to see is to stop or slow down the Cavalry Meta
Maybe add a negative multiplier vs buildings, nerf the training time, speed, HP, unique bonuses, nerf Biology, etc