Behind the scenes and Scenario Editor changes:
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To make it easier for devs, custom civs creators and custom techs creators, please implement the Folwark bonus as a percentage (10 for 10%, which is the current value, 20 for 20%). Currently it is implemented as the exact food amount and is updated everytime a tech is researched. While being cumbersome for Poles themselves (specially with a Chinese ally), it is a pain for other civs like Sicilians, Mayans, etc (not to mention it currently doesnt work for non-Polish civs for any upgrades). Values less than 0 are rounded upto 0 and values greater than 100 are rounded down to 100.
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Creation of a Raiding Ability attribute: The Raiding ability of the Keshik - for every unit (default 0). The raiding ability should work for all those units against which the Keshik ability works (I feel Monasteries, TCs and Castles should be included too). The value of this ability will be the amount of gold generated in 100 hits, that is, a value of 50 means the unit will generate 0.5 gold every time it attacks a unit, TC, Castle or Monastery. Please note that by default only Keshik and Elite Keshik have this attribute set to 50. This is specifically for custom campaigns, where I can see units like Steppe Lancers and Berserks being used for raiding.
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Modifying resource 218 to be more friendly: I have no idea how the resource 218 works currently. Implement it as number of TCs allowed. All civs have this set to 0 by default. The technology Dark Age adds 1 (so that 1 TC is allowed in Dark Age). The idea behind the tech adding 1, rather than having 1 by default, is that some community maps can have more than 1 TC in Dark Age. Next, Cumans add 1 in Feudal Age (for their bonus). Next, Castle Age adds 10000 to it.
Balance Changes:
- Burmese: Howdah reverted back to +1/+1. Battle Elephants have +1p armor as a civ bonus - to make them more naturally resistant to archers, while keeping them the same for Post Imperial situations
2A. Teutons: Lose “Garrisioned Infantry fires arrows” from Crenallations
2B. Sicilians: Gain “Garrisioned Infantry fires arrows” as a civ bonus - for the Serjeant - Donjon rush, since in normal cases villagers add arrows, which wont be present always for Sicilians
3A. Sicilians bonus damage resistance wording made clearer: “Infantry, Archers and Cavalry resist…” - this is because these are the only units affected
3B. Bonus damage resistance decreased to 33% - to make their Cavalry play less strong
3C. First Crusade: removes the Serjeant spawn mechanic.
3D: First Crusade: Infantry and (foot or all) Archers have their bonus damage resistance increased to 50%
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Sicilians: Farms provide +50F per age starting in Dark Age - it is an unconditional eco bonus, which I think is better despite being weaker (it is weaker only when Crop Rotation is researched, which is rarely researched anyways)
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Ethiopians (team bonus): All buildings (except walls and gates) +2 LoS. Walls and Gates +1 LoS. - Ethiopians are not usually a tower rushing civ, so their team bonus is quite underused. I feel the defensive nature of the bonus should really be visible (literally).
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Indians (team bonus): affects only melee Camel units - the effect is too strong on Camel Archers
Identity Crisis of Burmese:
Burmese have a Monk and Elephant identity - neither of these units are mainstream on Arabia. Monks are popular on Arena style maps and Elephants on Black Forest type maps. If you look at the Burmese, they have a solid economy bonus, a decent siege workshop and great infantry, so giving them another great post imp unit will be too strong. The buff I am aiming for is Cavalry Archer play from mid game to the time Elephants should be viable. The Cavalry Archer play can also be used as a precursor to Arambai play. The following 2 changes are being proposed by me to encourage Cav Archer play:
→ Cavalry Archers 100% accurate (civ bonus - to make low number of CA viable)
→ Thumb Ring added to tech tree (doesnt affect Arambai)
Burmese CA will be slightly stronger than Polish CA (+1p armor and +4 attack vs Spearmen to be precise), which in itself is not a great comparison, but it will give them something to play with in the mid game. If anything, Burmese CA will be a great addition to the Elephant Army covering each other’s weakness - monks and halbs of Elephants covered by CA and weak defensive stats of CA covered by tanky Burmese Elephants.