I’m gonna double down on these balance changes, this time much more calmed and composed.
Turks:
Scouts receive +1P armor starting in Feudal Age
Janissaries are no longer classified as archers
Koreans:
Siege Workshop costs -100 wood
Military units cost -20% wood (instead of -15%) except siege weapons
War Wagons cost 5W more (115W 60G to compensate for the above change)
Decrease Effective Frame Delay (Frame Delay) of War Wagons.
I don’t really like these changes for Koreans, they are quite “boring” and don’t change much about not fun early gameplay with this civ. I think that some aspects of the civ should be thoughtfully remade in order to make the civ interesting. Something completely unique like additional TC for Cumans, Siege Workshop in Feudal Age, Khmers’ hoping into houses, farmers not having to drop off food. At the same time they could lose additional tower range in castle age if it makes for any difference.
or even give them a new unique unit which one of criteria is dealing with eagles.
Portuguese:
Ballistics free (requires University)
All units cost -20% gold
Either that or I would like to see something untypical and unique just as it is the case with Koreans.
Italians:
Padded, Leather, Ring Archer Armor free
Dock technologies cost -30% instead of -50%
Khmer:
Battle Elephants are no longer 15% faster as a civilization bonus
Battle Elephants +1 attack per age (starting from Castle Age) or Battle Elephants +2 attack in Castle, +3 in Imperial Age.
Tusk Sword (Battle Elephants move 15% faster instead of +3 attack)
Cumans:
lose Chemistry gain Bracer
Lithuanians:
get Siege Ram
Leitis’ cost +10G (70F 60G)
Maximum amount of attack gained by Knights and Leitis from relics down to +3 (from +4)
Burmese:
get Siege Onager
Bulgarians:
Siege Engineers free (requires University)
Magyars:
Archery Ranges cost -40% (105W)
Saracens:
Start with +100 Stone
Byzantines
Elite Cataphract Upgrade -400F (1200F 800G)
Ethiopians
Shotels’ cost -5F (45F 35G)
Malay
Karambit Warriors’ cost -5G (30F 10G)
Incas:
Elite Kamayuk -1 melee armor
Fabric Shields (Kamayuks, Slingers, Eagles +2/+2P armor)
I know it doesn’t sound intuitive, because Incas is a decent and versatile civ but hear me out. Every infantry melee unit dominate eagles thanks to the bonus damage and better melee stats as long as they can catch up to them. Giving eagles one more melee doesn’t change this state. There’s one other situation where this specific +1 melee armor changes the melee fight and it is against… other eagles. Mayans’ UT gives eagles +40 hp which is completely fine, Aztecs’ UT gives eagles +4 attack. All fair. I can see an argument of Slingers as a response to it, but then Aztecs and Mayans have their own answers. For Mayans it is Plumed Archers for Aztecs it is huge eco lead, Atlatl Skirms or even Onager line. Currently Mayans’ and Aztecs’ eagles win against Incas’ (Mayans’ by 3 strikes, Aztecs’ by 1) so Inca player has to go for towers and villager push in feudal age. And even after this change (one more melee armor) Mayans’ and Aztecs’ eagles would still win against Incas’ eagles (Mayans’ by 2 strikes, Aztecs’ by 1). As for additional melee armor for Slinger in result I don’t think it changes anything important (since this unit is meant to be efficient against melee infantry and it doesn’t deal enough damage to be killing cavalry).
Spanish
Missionaries get +1 range (8 total = 1 less than a standard monk) or are faster (speed increased from 1.1 to 1.25 = 0.1 less than Knights)
General:
War Galley decrease collision size (the opposite of what was done to Steppe Lancers)
Steppe Lancers -5G (70F 40G)
Elite Steppe Lancers Upgrade +20HP +1Att (total: +40HP +3Att)
Hand Cannoneers are no longer classified as archers
(removes attack damage done to HC by Skirmishers)
5% accuracy improvement
Which change is the most unnecessary - why, which one makes the civ too powerful, in what situations?
Can I receive some thoughtful and productive criticism about these balance changes preferably by experienced players (in 1v1s).
Do you have any other good ideas?
I would like people to NOT use data from “aoestats.io” as an argument for or against any changes.
I would like people to not use arguments as “if a civ is not the best nor the worst it means it shouldn’t be changed in any way” - sometimes it’s about making the civ not one-dimensional but more versatile yet unique in its own way and sometimes it’s just a necessary buff/nerf to the unit or a civ bonus.
Thank You.
Hopefully devs can get some inspiration from this thread.
If you think that these changes would be good for the game leave the thread a <3 .
Best Regards,
RediRodion