Byzantines need buff in early game

Age 4 they’re fine. securing a few gold mines and lv5 cistern boom u can pump. but man, getting to age 3 is very hard

ECONOMY

the cistern cost system - LV1 50 stone (50 total)
LV2 100 (150)
LV3 150 (300)
LV4 200 (500)
LV5 250 (750)
extra 300 (1050)

so just to get the 25% gather buff you have to invest 1000 stone, and thats NOT including the connector aqueducts. let’s agree that the players have to choose between more buff and army. so like vs abbasid who u know theyre going 2-3 tcs, ok then u can go get 1000 stone and get the +25% buff. maybe vs france u only go lv2-lv3 cistern.

but even still, it;s horrific. it takes soooo long to get it going. perhaps reduce the time it takes to build the connectors, or make connectors build byn themselves at a slower rate. having to take 1-2 villagers and lets say u wanna connect aqueducts all the way to mf Africa, like. walking time = idle time. perhaps give a speed buff to villagers when they’re building the aqueducts, but ONLY get that buff while building the aqueducts.

In a sense, you start with 3 villagers. because from the start of the game, you have to put 3 out of the 6 starting villagers to dance on stone forever. and the wood situation at the start is horrible. u are FORCED to build TWO mining camps, likely prior to the wood camp. so you go–>

STARING WOOD = 150
house 50
mine camp 1 50
mine camp 2 50

so u gonna get housed, unless u take vills to wood earlier than needed be. and u can NOT build a mill and research wheelbarrow. atop of this.

WINE ECO & MERCENARIES

the mercenaries take too long to come out man! it’s over a minute for longbows to come out (reduced if within cistern influence and cistern being on the military production buff). it’s too much. on the game description you put, byzantines → city planning, MERCENARIES, defense. how u want us to go mercenaries when we just cant ??? like i think Jesus is going to come back before the mercenaries come out. that’s how long it takes to gather the WINE at the start, AND to train the mercenaries.

AGE 3 TRANSITION
and say u hit age 3. great. now u get recked. it’s not like ayyubid where u can spam as soon as u hit age 3. like it has already taken u such a long time to get to the age, and u still need more production buildings, probably a farm transition if u want mercenaries, like man it’s horrible.

AGE 3 MID/LATE AND AGE 4
this civ is fine once u get middle age 3 and 4.

So, i agree the civ requires a RIDICULOUS amount of city planning. like u have to be absolutely cracked or on adderal and acid to play this civ.

THOUGHTS/WHAT SHOULD BE CHANGED/ADDED/REMOVED

-cisterns → i do NOT think their cost nor build time should be reduced
—> building speed can be added as a cistern option - military production/reasearch/defense/building
-aqueducts → if the idea of building speed added as an options is no go, then aqueducts (the cistern
conductors) should be built faster
→ villagers should get a slight movement speed buf after building an aqueduct
-starting wood should be changed to 200
-oil/wine should be gathered from sheep. (get someone to do the math for what would be fair) if one of the devs is #### and says “but sheep don’t product oil”, goodness just rebran the oil/wine resource to treasury coins or something who cares
-if oil gather from sheep is no go, then make farms even cheaper
-if cheaper farm is no go, then give the byzantines the same berry food addition buff and gather rate that ayyubids and abbasids have.
^^ this will make it viable to at least have one batch of mercenaries out in feudal early.

-make the grand winery age 2 landmark a mill instead of a monastery so we can research wheelbarrow etc. perhaps, the civ also grows farms around like the japanese age 2 farm landmark, and once it finishes buildfing farms around, then it gathers oil.
-if the idea is a no go, then make the landmark a ticket system for mecenaries similar to ayyubid age 2 gamble. instead of batches of 5 longbows for example, then each ticket gives u 2. but at least u have SOMETHING u can pop out (mercenary wise). this should encourage/make a better mercenary build. AND should be able to recruit mercenaries from this landmark if that’s the case.
-if the above is no go, then horn tower age 3 landmark should work as a mercenary barracks building or ticket system be implemented to this landmark. so u get to choose what mercenaries u get, as well as being able to produce em from there.
-varangian guards SHOULD BE AGE 2. historically speaking, feudal age is what? early medieval (post tribal era) (680-through 900)? varangians had already been around this time period. they should be an age 2 men at arms.

so in age of empries 3 the JAPANESE (as well as the Indian and Chinese civ) have an export resource system. it works similar to the byzantines extra resource that other civs dont have, and i wouldnt be surprised if u got the idea from aoe3.

the japanese with export, can build an embassy, and hire mercenaries with this resource, jsut like the byzantines in aoe4. and they have to choose a nation to hire mercenaries from. british, spanish, dutch, AND JAPAN ITSELF. so, i think, there should be a mercenary contract for byzantines in aoe4 that’s neither

eastern, western, nor silk road. a new 4th contract. lets call it, Imperial contract. and u should be able to hire Varangians in age 2, catapracts in age 3 with oil, and whatever u want in age 4. bombards, whatever. or perhaps age 4 mercenary is a BUY stone with the wine option tax free (different from market).

point is, the byzantines have very good units and they should be able to hire varangains and/or catapracts with oil via an in-house contract. the japanese in aoe3 are able to do this. u go japan for ur mercenaries (while being the japan civ itsself) and u get japan based mercenaries.

these are some suggestions but i really hope it brings light to the issue that this civ has. it’s great in imperial, it recks. but getting there, and even castle, is a problem. both 1v1, and team games.
it also feels very weird that the civ is based around mercenaries, yet the best units this civ has, are in-house units (varangian and catapracts). perhaps varangians should NOT be trainable from barracks, but rather from the mercenary house (historically accurate), and if so, the oil system needs to be entirely reworked.

as a last mention, and i just came up with this as im wrapping this up.

perhaps in fact, the varangian guard should be moved to age 2 from mercenary hosue, and the oil made much more accessible so that u can go 2 mercenary houses and full varangian, similar to say, HRE/OOTD/England MMA feudal push.

Credentials - im top 100 in aoe3. and byzantine the civ i’ve played the most in aoe4

I’m just against the whole Cistern mechanic, honestly.

So you’re telling me that I have a built-in eco system that requires the investment equal to a second TC? that performs worse than a second TC?

And that is without taking into account a few things; how utterly miserable it is to place Cisterns and Aquaducts. How many times you have to do it. How vulnerable they are, and how long they take to build (Aquaduct included). Additionally, all of that gives me what other civilizations effectively get automatically? You can’t convince me that there is even one braincell involved in furthering the Golden Age bonus. Byzantine Cisterns are also very prone to being griefed by bad map generation and distance. Something I don’t think any civilization has to even consider.

Putting that all aside, all of that, for what? Eco bonus is cool, but the Aquaducts work like a pathetic Imperial Official (who doesn’t have all the issues mentioned above). Couldn’t they have had abilities or a special reason to micro them? Switching from Unit production and Research speed is the most uninteresting mechanic I can think of for these structures.

You’re literally building something that is a tiny proxy. Why couldn’t they feature actual mechanics? Think Temple of the Sun from ZXL, maybe a healing aura or something like Mehter to promote the use of your proxy. I don’t know, anything that matters.

Beyond reducing the cost of Cisterns, the build time of Aquaducts and removing the build restriction (why the hell can’t I build them close to each other?), Cisterns face some fundamental design issues that inherently make them a detriment to playing Byzantines instead of an actual feature that you want to engage with, as part of their “bonuses”.

While issues with map generation could fill its own topic, surely that isn’t a problem with Cisterns? It’s a problem with mapgen. I don’t think we should be advocating for something to be criticised because something else is increasing the player frustration. I think the something else (mapgen) should be sorted (and to be fair, the devs keep addressing these in most updates).

This is separate to your other issues with Cisterns, I don’t really have a comment there. I haven’t had much time for AoE 4 since Christmas (been ill for weeks on end, is the short version), so I haven’t played Byz since December at latest. I’m woefully underequipped to comment on PvP performance, too (and I don’t see that changing :joy:).

It shouldn’t be much of a comment on mapgen. It just that the state of gameplay really is not kind to any kind of extension that isn’t inherently defensive. The investment involved and pay off for the Cistern doesn’t really line up, especially when having to build one far from your base.

Many maps are just built like this, because they want players to actually get out of their base. This is fair, and I don’t think it is bad for the game. The problem is that, Cisterns specifically assume that this is a non-issue. Maybe if the Cistern was a mini-Keep that could actually defend itself, but no–it is utterly vulnerable, takes forever to build, and let me remind you again that is expensive, making it a prime target for all kinds of attacks.

Think of Malian Pit Mine, but way more costly. I’m actually a fan of proxy-like designs, but I don’t think this is the way to do it. In AoE2, you have plenty of civilizations that can build structures that are actually useful. For a similar structure, Georgians can build Fortified Churches that give a workrate bonus to nearby villagers and can garrison them, shooting arrows at attackers. Some other fun mini defensive buildings are the Krepost and Donjon, both of which are far cheaper than Castles (Keeps), and which can produce a special unit. Sure, this is not at all like the Cisterns, but my point is; what is the Cistern? It is a costly eco structure that puts you behind from the get-go, and that needs immediate babysitting. This is not a fun proxy, and doesn’t use “building” as a mechanic in a fun way.

Instead, it is a detriment. That is what is wrong about its design. I think strengths should overshadow the weaknesses of any feature, but I feel Cistern’s weaknesses ARE its features. :man_facepalming:

Byzantines are good. They dont need buff. Ottomans need rework.:slight_smile: