It’s that time again; the patch has been out for a bit, and while most civs are doing broadly well, there are a few that could use some tweaking. I love theorycrafting this sort of thing, and my goal is to fix them in as small and simple a change as possible, so here we go.
- Sicilians
Sicilians are probably the most unbalanced civ in the meta right now. They are, hilariously, basically overpowered at >1000 ELO, firmly holding the top rating, but simultaneously the WORST civ at high elos by a pretty wide margin. They need to be moved up at high elos, but simultaneously moved down at lower elos.
- Change 1: Donjon now costs 100W, 175S, instead of 75W, 175S. This will slow down the noob krepost rush a bit, and make it a bit harder to pull off, as well as not trading as well with towers, at least at first.
But what? Starting with a nerf? Well, yeah, you’ve gotta solve that problem at low elos or they’ll become unbearable at high elos.
- Change 2: Villagers can now turn in resources at Donjons.
They still won’t be able to research eco techs at them, but this will allow players to double up defensively, but NOT offensively, and make Donjons a far more viable choice around the base, and even around the map for collecting resources aggressively.
- Change 3: Donjons can be built in the dark age, and count as a barracks for aging up, but cannot fire any arrows in the dark age.
This change will dramatically smooth out the sicilian dark age. Since players can just build a donjon to age up, they can get their defenses in order much faster, and be prepared for enemy attacks when they come.
The net result is that the sicilian dark age and feudal age will be dramatically easier to defend, but their offensive ability will be (moderately) weakened. This will make them far better at actually taking advantage of their farming bonus, and getting to use it. At 1900+, they actually do have a climbing winrate curve, it’s just that they start too low to do anything with it.
- Dravidians
There was a great game today by MBL, who was playing Dravidians into Byzantines. He did fantastically, right up until he ran into about 3 knights, which cleaned out his skirms and then he lost the game.
But, I don’t actually think the knights are the heart of the problem here. The real problem is that they can’t use their elephant units early on, due to a weakness to monks, which means they’re stuck on a pike/skirm comp in early castle age. Their siege strengths are likewise countered by monks; the whole civ is completely shut down, merely by threat of monks.
So by solving the monk problem, we can facilitate all other parts of their kit. I have two propositions to solve this issue.
- Skirmishers and Elephant Archers fire 25% faster → Skirmishers and Elephant Archers fire 25% faster and deal +2 damage to monks.
What does this do? It takes their existing gameplay and directly pivots it into elephants and siege. Elephants will still be vulnerable to monks, but now will take 3 shots to kill a monk, rather than 2. Skirms will now take 5 shots to kill them instead of 6, making it far more likely to get a lucky kill, rather than a near miss that gets healed back to full.
Alternatively:
- Dravidians receive free Atonement.
This might be too powerful. It would also fix the monk problem early on, allowing dravidian monks a decisive advantage on entering castle age, but perhaps that’s what’s needed.
- Bulgarians
Bulgarians greatest weakness tends to be around early imperial age. They often go for early Kreposts, trying to rush down their enemy before they can get to imperial. Unfortunately, the enemy often DOES get to imperial, and since Kreposts can’t make trebuchets, all the offensive kreposts immediately die and then they lose the game. While they actually win over 60% of games that end in the first half hour, they can rarely seal the deal.
Their lategame is actually quite decent however, most notably with Stirrups. What they need is a way to gain a bit more momentum, to push them through to the late imperial age.
With that in mind, I think they should get a bonus similar to the Spanish:
- Receive +20 Stone per technology researched.
By the time they get to the castle age, they’ll generally have researched 4-6 technologies, and gained a free ~100 stone, putting them just ~ 150 away from their first krepost. And as the game goes on, and they research more techs, they’ll probably get a second free Krepost, as well.
If they start getting pushed back, they’ll start researching counter techs, and get more stone, allowing more defenses and helping them to get castles to build more trebs to counter the attacker. And when they research siege upgrades in imperial age, that too will help them with more stone.
I think it’s important to note that this shouldn’t help their aggression with the kreposts terribly much. Being able to put down one more krepost will probably not have a massive impact on their early offensive power unless their existing kreposts were poorly placed. And a few hundred extra stone is going to be least impactful at lower elos that tend to be floating plenty of resources anyway, while being most impactful at higher elos that value every bit of stone highly.
This should help them survive longer, and get to their lategame power more consistently.
- Burgundians
Another poorly-performing civ at the moment is the Bugundians, not the least because they basically don’t have an imperial age tech at the moment. Flemish Revolution was a flawed idea that proved almost impossible to balance; before it was completely overpowered, but now it’s basically useless. Their Unique Unit, too, is very rarely seen at the moment.
Flemish Revolution is the big one, though. The big issue is that it’s either a game-winner, or a game-loser. There is no middle ground, when you get it you lose all your villagers and so if you don’t seal the deal then and there, you’ve basically lost your entire eco and paid to do it.
With that in mind, I’d like to actually revert some of the previous changes, and make the tech more powerful - but limited.
- Flemish Revolution price reduced by 50%.
- Flemish Revolution now lasts for 5 minutes, and Flemish Militia revert to Villagers.
- Villagers built 100% faster.
This will change the tech from a game-winner or game-loser, to a brief onslaught to be survived. You don’t need to last forever, just hold on until it wears off and you can rebuild and attack. Meanwhile, the other player now has a bunch of forward villagers to deal with, but he hasn’t lost his entire economy. He can also replenish his lost villagers much more rapidly.
- Minor Tweaks
The rest of the civs are broadly in a pretty good state, but here are a few minor tweaks to some under-performing parts of the game.
- Vietnamese - Chatras
Chatras is probably one of the more mediocre elephant techs out there. I can’t remember the last time I saw a vietnamese battle elephant.
- Battle Elephants +100 HP → Battle Elephants +100 HP, all existing elephants healed to full.
This should encourage a bit more early elephant play.
- Britons - Yeomen
While very good for foot archers, it’s very mediocre for the towers, especially given the cost. Svan Towers offers vastly better performance for a much lower cost.
-
+1 Foot Archer Range & +2 Tower Damage → +1 Foot Archer Range and +4 Tower Damage.
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Aztecs - Jaguar Warriors
Probably the worst UU in the game right now. For context, Japanese Samurai beat Dravidian Urumi Swordsmen 1v1. Jaguar Warriors lose that fight. So even in their theoretical wheelhouse, Jaguar Warriors are bad. Any other time in history you couldn’t get away with buffing them, but recently they’ve seen enough nerfs they’re solidly a B-level civilization at almost all elos, so now is the perfect time.
- Jaguar Warriors gain +1 attack per killing blow, with a max of +4. Garland Wars increases this limit by a further +4, to a maximum of +8.
This will make them need to be babied at first, but if you can use them to kill enough weak units and then heal them up, you’ll have an incredibly powerful unit - but one still completely weak to ranged units and siege.
That’s it! Really, it’s a remarkably short list, and the current state of civ balance is remarkably good. Just a few more little things, and we’ll be golden!