Building providing trickle of resources should be reworked in team game

All building providing trickle of resources should be reworked like estate and mill because these buildings providing trickle are OP. Do you know why they are OP? The reason they are OP is that there is no one working at the buildings. I’m not kidding. There is no villager you should train to work at those building, no villager you should dispatch to occupy at those building, and no villager your opponent can kill at those building. In 1v1, I rushed Swedes, their villagers were too hard to work and always garrisoned in TC, but their resources gathering by torps didn’t loss to my economy. Unmanned buildings are very weird in aoe3.

If these building were occupied by villagers like community plaza, they would balance even in team game, because their boom will be restricted based on the number of villagers, which means that their economy will be controlled in 99 villagers’ effectiveness and villager growth curve.

I adjusted these changes as below.

  • All building providing trickle of resources cannot give a trickle until the villagers occupy at the building like community plaza, mill, estate, tribal marketplace. These buildings will be a special mill or estate for some civilization.

  • Villagers can garrison in some of these buildings to protect themselves; on the other hand, when the buildings are destroyed, the villagers garrisoned will be killed. However, most of these buildings are like tribal marketplace; therefore, villagers gathering resources may be attacked by enemies.

  • Factory (Europeans) build limit is set to 2.

  1. Villagers work rate at factory will be 0.925 f/s, w/s, c/s per-villager, 1.147 f/s, w/s, c/s per-coureur, and 1.85 f/s, w/s, c/s per-settler-wagons.

  2. Up to 10 villagers, up to 8 coureurs, or up to 5 settler wagons can garrison in a factory, but you cannot garrison different kinds of villagers in a factory like 5 settlers and 5 settler wagons.

Additionally, when 10 villagers work at factory to build heavy cannon, it will take 80s to train (if 1 villager work, it will take 800s).

  1. The factory improvements move to age 5. Then food, wood, and coin improvements will increase villagers work rate at factory by +50%.

  2. Exotic hardwoods, royal mint, and refrigeration cards will increase villagers work rate at factory.

  3. Factory card will deliver 1 factory wagons (infinite). Robber barons and industrial revolution cards will deliver 2 factory wagons and add 1 build limit of factory, which means that South Africa can build up to 4 factories. When wood runs out, you can gather it at factory.

Factory cards will be like mill and estate wagon but better gathering rate, and they can gather anything you want. By the way, when villagers work at estate or mill, they cannot gather resources during the movement.

  • Bank (Dutch) is like a special estate or tribal marketplace.
  1. Villagers work rate at bank will be 1.2 c/s per-villager.

  2. Up to 3 villagers can garrison in a bank; therefore, the cost of bank will be reduced to 200f and 200w; bounties adjust accordingly, which means that Dutch spends 1000f and 1000w and dispatches 15 villagers to work at bank as 30 villagers’ effectiveness.

  3. Bank wagons card will deliver 2 bank wagons.

  4. Increase build time of bank to 50s and reduce hp of bank to 2500.

  5. Excessive taxation: increase villagers work rate at bank by +50% instead of adding 2 build limit of bank.

  6. Royal mint card will increase villagers work rate at bank.

  7. Rework the following cards or improvement (remove the original benefits)

a. Coffee trade: the build limit of Dutch settlers increases to 75 (the minus effect will be removed too), it is moved to age 3, and the cost is set to 1000c.

b. Bank of Amsterdam: increase villagers work rate at bank by +15%, and increase HP of bank by +25%.

c. Bank of Rotterdam: increase villagers work rate at bank by +15%, and increase HP of bank by +25%.

d. Dutch East India Company: the garrison cap of bank increases from 3 to 5, and the card move to age 3. If you have built 5 banks before, and you have additional 10 villagers working at bank, this card is the equivalent of 10 villagers card.

e. Tulip speculation: increase villagers work rate at bank by +30%, and increase HP of bank by +50%.

25 settlers work at 5 banks like 50 settlers working at estate or mine, 20 settlers work at factory, and 30 settlers work at mill.

  • Torp (Swedes)
  1. Villagers work rate at torp will have the same effectiveness as 0.5 villager except the work rate at tree like the original condition, and they can gather nearby resources by torp aura at the same time. The mechanism is like tribal marketplace, so the related improvements or shipments can increase villager work rate at Torp.

  2. Up to 20 villagers can work at all torps, and up to 5 villagers can work at a torp. Besides, torp can attract nearby animals, but it is not like shrine kidnapping the animal, so you can shoot them, and torp gunshot won’t drive animals anymore.

  3. The cost of torp reduces to 100w

  4. Rework the following cards (remove the original benefits)

a. Blueberries card and Blackberries card: Change the benefits from torp work rate to villager work rate.

b. Engelsberg ironworks: Change the benefits from torp work rate +125% to villager work rate +50% and gather yield for mine by +20%.

c. Dominions: Enable the aura can gather the crate, and receive the shipment. The occupation cap of all torps increases from 20 to 30.

d. Great northern forests: Torp spawn a tree and increase the aura range to gather wood. Change the gather yield for tree by +50%.

If there are some animals, a berry bush, a mine, and some trees, a villager work effectiveness at torp will be more than 1.5 villagers, and torp will attract nearby animals, so you don’t worry about animals run away or drive animals to approach your villagers.

  • Shrine (Japanese)
  1. Villagers work rate at shrine will be 0.925 f/s, 0.85 w/s, 0.85 c/s, and 1.5 exp/s (seven lucky god card) per-villager.

  2. Up to 1 villager can work at a shrine.

  3. Shrine will be granted an aura sensing up to one nearby animal to increase villager work rate at a shrine by +10% (herd +20%). This aura will sense whole map, and shrine won’t attract animals any longer, which means that shrine won’t kidnap animals anymore and they just need 20 animals or herd (the owner should be yourself) on the map to give bonus for villager work rate at shrine by +10%.

  4. Exotic hardwoods, royal mint, and refrigeration cards will increase villagers work rate at Shrine.

  5. Rework the following cards or improvement (remove the original benefits)

a. Heavenly Kami card: Increase villager work rate at shrine by +10% and reduce the cost of wood by -25%.

b. tempo reforms: Increase villager work rate at Shrine by +20% for food work rate, +60% for wood work rate, and +20% for coin work rate.

c. seven lucky god card: Enable villager exp work rate at shrine and shrine build xp bounty +50%.

  1. Mechanized rice cultivation: Increase villager work rate (food) at Shrine by +60%

  2. Tropical timber trade: Increase villager work rate (wood) at Shrine by +60%

  3. Collective economy: Increase villager work rate (coin) at Shrine by +20%

  • Toshogu Shine (Wonder)
  1. This wonder doesn’t attract animals anymore.

  2. Increase villager work rate at Shrine by +20% and give an additional bonus by +0.5% work rate per-shrine built, which means that Toshogu Shine destroyed by your enemy will decrease villager work rate at shrine by -30%.

20 villagers working at 20 shrines with Toshogu Shine and Heavenly Kami card have same rate as 30 villagers gathering natural resources. If tempo reforms have researched, 20 villagers will have same rate as 45 villagers gathering at rice paddy or tree. Therefore, there will be 20 villagers work at shrine, 55 villagers work at rice paddy or tree.

  • Kancha house (Inca)
  1. Villagers work rate at Kancha house will be 0.925 f/s per-villager.

  2. Villagers up to 2 can work at a Kancha house.

  3. The cost of Kancha house reduces to 120w.

  4. Large scale gathering, salt ponds card, and terrace farming card can increase villagers work rate at Kancha house.

  5. Rework Chicha Brewing (remove the original benefits)

The occupation cap of Kancha house increases from 2 to 3, and villager work rate at Kancha house increases by +10%. If you have built 13 Kancha house before, and you have additional 13 villagers working at Kancha house. This card will give you 39 villagers that don’t care animals and farm, they just gather food from Kancha house until enemies are coming.

  • Rework coca cultivation (Inca)
  1. Increase villager work rate at estate by +30%
  • Porcelain Tower (Wonder)
  1. Villagers work rate at Porcelain Tower will be 1 f/s, 0.8 w/s, 0.8 c/s per-villager, and the combination of all resources will be 0.2 f/s, 0.2 w/s, 0.2 c/s, 0.6 export/s 0.6 exp/s.

  2. Porcelain Tower can garrison up to 3 villagers by advancing to age 2, up to 6 villagers by advancing to age 3, up to 9 villagers by advancing to age 4, and up to 12 villagers by advancing to age 5.

  3. Exotic hardwoods, royal mint, and refrigeration cards will increase villagers work rate at factory.

Not only in this forum, many guys have already created many post complaint these unfair buildings.
However there are always some guys enjoy these powerful buildings and don’t want them to be nerfed.
Devs only concentrate on winrate for balance and they don’t care most of people have already changed to use these civs due to they are OP.

1 Like

Can’t believe there is topics like that.

Just play another game man… No way you need vill to make fact or banks working…

Why people want to change things that are totally part of the game and totally cool for 15 years.

4 Likes

Here is one idea that could work
If these buildings get sieged, the damage on the buildings cause them to gather slower.
So the less hp they have the slower they gather

I would prefer a nerf to hp of buildings with dual role like kancha, torp and shrine.

Meanwhile also reducing the villager build limit for these civ to balance end game scaling.

Banks are the Dutch gimmick, changing that to a vil makes them purely unplayable… why ould anyone would want a building that costs 700 resources to gather gold a little faster?

Factories are used (at least for me) to produce HC, as these are very very cost effective (way more than Horse Cannon), Again, the whole gimmick is to have a building that, on top of your vils allow you to manage your macro better.

Torps are different as they are wood costing better vils. (without resources they are not useful) So here the balance must be different.

That being said, yes shrines and Kanchas are OP because you can mass them easily, they are cheap and they pay themselves very quickly. But again, i dont know how you can change the shrines without making an overall revision of the japanese…

I think if u change the crate start for japan it might do a big difference and the civ will actually be fine after that
Right now they get a 300w start which means they can get a consulate and a shrine and age quickly to age 2.
If one of the wood crates was changed to a food crate that would change as if the Japanese player wanted to make a consulate start they would have to gather extra 106 wood to make a shrine.
This will make japan a lot more vulnerable to early pressure and probably a lot more balanced as if they want to pull more units early they would have to neglect their eco.

One of problem is they can boom very greedy, that makes their eco are much much better than others in the mid game.