Community Balance


but Town dance was too strong…

Looking into this, I feel like the melee changes to Black Riders are the problem, not this card.

All the German merc cards cost 1000 coin, so adjusting the card in a fair way would make it very inconsistent and indirectly nerf the Wallenstein’s Contracts tech.

Prior to the melee change, Black Riders were costed quite fairly and functioned like Cavalry Archers with lots of health and melee armour, but wimpy melee DPS to compensate. But then they went ahead and buffed their melee attack by 80% to be more comparable to Dragoons without reducing any other stat or increasing the cost accordingly.

Reducing the attack of Black Riders by ~5-10% could be a reasonable change to bring them in line with where they should be.

2 Likes

Another possible change to reduce the Abus Gun OP dominance, Siege Damage into ranged (so is affected by ranged resistance), Topcular card changes that back to siege, so abusing with that unit isn’t a thing, but still keeps them as a strong lategame unit.

Let’s give the Maltese, a unique Church model!

2 Likes

you’d have to make it.

2 Likes

(please note that mexico follows the rule of “everything your civ does, mine does better”)

1 Like

Just updated it with following additions:

Units

Royal Musketeer

  • Decreased melee resistance to 20%

Sebastopol Mortar

  • +2 LoS in age 3 (32>37>42)
  • Explosive Shot
    • Increased damage to 75
    • Increased artillery multiplier to x1, infantry multiplier to x5
  • Solid Shot
    • Increased artillery multiplier to x0.3

Arrow Knight

  • Changed tags from heavy infantry to ranged shock infantry
  • Artillery multiplier vs Arrow Knights removed
  • Base range reduced to 27 (+1 with each upgrade)
  • RoF changed to 3
  • Attack increased to 17
  • Artillery multiplier increased to x7, cavalry multiplier removed
  • Resistance changed to 20% siege, 20% ranged
  • Health increased to 175

Black Rider

  • Reduced ranged attack to 37 (from 40)
  • Reduced melee attack to 17 (from 18)

Hand Mortar

  • Training ship multiplier to x0.5

Monitor

  • Now tagged as a training ship (prevents absurd multipliers for Culverins and Hand Mortars)

Cannon Boat

  • Now tagged as a training ship (prevents absurd multipliers for Culverins and Hand Mortars)

Trading Post

  • Build time increased by 25%

Cards and Techs

Mosque Construction (Ottomans)

  • Reduced discount for Palace Intrigue technologies to 35%

Grapeshot (Portuguese)

  • +0.5 AoE to all artillery (except Culverins)
  • +0.25 infantry multiplier to Organ Guns
  • Removed effect on packing and RoF

Ordenanca (Portuguese)

  • Training time reduction lowered to -15% (from -30%)

Jesuit Influence (Ethiopians)

  • Moved to age 1

Prize Bull (Ethiopians)

  • Big Benny now has 700 food

Great Temple of Quetzalcoatl Support (Aztecs)

  • Now correctly sends 12 Jaguar Prowl Knights

Belanda Hitam (Dutch)

  • Fixed issue where Akan Ankobia could not be trained
  • There is another mod that fixes this, but I also made some changes they didn’t make
    • Also removes the increased build limit if allying with Akan on the map
    • Akan from alliances on the map no longer have their portrait updated
4 Likes

Is not easier to just remove that ridicoulous bonus that only these 2 units got?

I’m not entirely against the spirit of that change. Like it does make intuitive sense for Culverins and Hand Mortars to have a bonus against some stuff like Rams, Mantlets, Flamethrowers, etc. And it’s fairly inconsequential bonus for most other siege units. The interaction with ships was a massive oversight, so I want to start off with just fixing that. If there are other really bad interactions with this that I’m overlooking I’d reconsider though.

This is not a thoughtless change. Azaps are damned good at killing light cav so they’re far from unplayable.

You have a great thing going here as far as balance, I fully support making it all-encompassing with bug fixes too.

The murder sucks but it would suck that much more if we didn’t have a talented modding community. :slight_smile:

Thank you Moo.

4 Likes

I think the problem is the amount of health they have. They can ignore cavalry attacks while going for important buildings.

I would leave the current range, but reduce the movement speed. In this way the guerrillas will do a better job against them, and the cavalry will also be able to confront them better.

Maybe it’s ok to remove the bonus against dragons, but will it have a negative multiplier against the same? I think it’s ok just to remove the bonus.

Personally I think this unit needs a nerf at age 2 that is removed with the veteran upgrade, and that is to give less tolerance to projectiles at that age. I also think that its rate of fire should be 3.5/s as it was before.

At age 2 they have melee tolerance instead of ranged (they change armor at age 3). So that ranged damage does more damage to them at age 2.

Sacred cows now generate a trickle of wood. Camel units cost 5% less food, and elephants cost 5% less wood. Card moved to age 4.

Yes. I think it’s a good idea.

High ranked players often have favorites too. And they often don’t know OP strategies because they tend to play very standard (so to speak)

Well, the idea is to reverse those radical changes that they implemented.

There is a card that gives them siege tolerance. Would they have 0.30 tolerance in total?

Isnt it a bit harsh against ottos? Like too much hate?

I think the health is fine given that they have so much less ranged resistance so they need it not to get shot to pieces. And I want to keep the range lower because that does help them siege and makes them always get the first hit on musks and goons, and barely within xbow range. And they can always get the range back with the grenade launcher card.

I did reduce the building attack to help reduce the destruction (previously it was 50 which is a break point for most buildings). I find normal cavalry does a pretty good job against them, but I can see the Asian style cav really struggling against them so further nerfs might be needed. I’d be open to lowering the building attack even further (maybe 42 or 43, and shaving off 0.25 speed). That would probably be enough to stop them easily bypassing cavalry and nuking bases.

I wasn’t aware of that one. It’ll depends on how the card works so there’s a chance it might overwrite it to 10%. If that’s the case I’ll have to modify it so it adds to get 30%

1 Like

What do you think is too harsh? There has been a steady power creep with the Ottomans to the point where basically all of their units are overtuned.

Overall most of these changes are very small.

  • Abus don’t need the multi because of Azaps
  • Azaps get range with each upgrade and still end with 18 range
  • Deli cost increase is tiny and I increased the build bounty accordingly
  • Bashibozuk changes are probably a buff overall
  • The many cost reduction techs and cards only got moderate nerfs
  • Humbs are massively overtuned so I’m not sure if I even went far enough with them
4 Likes

Abus don’t need the multi regardless of Azaps. Don’t forget their high damage scales better with upgrades compared to lower attack skirms on top of being siege attack.

I like Ottomans, but they have some lamer strategies, like the FI + Mosque card.

1 Like

This civ is prob the most busted right now, is lit strong at any point of the game:

  • Discovery Age: Don’t care about food for yoruks as those are free and automatically created, and add other strong cards such as Silk road and Capitalism + even getting more free Yoruks.
  • Commerce Age: Better Musketeers, Better Hussars, Azaps to counter ranged cavalry, Humbaraci as better grenadiers vs everything, Abus Gunners stronger than ever were, can either do full age2 quite effectively or rush into age 3 better as well.
  • Fortress Age: Previous options scale more, we start to see Sipahis degen strats that lack counterplay, cards that buff those options even more, also we start to see those Mosque Techs with again, another card that make those unfairly cheap (and be ready to face Musketeers that counter almost anything with correct stances), one card that makes Art better as well…
  • Industrial: Now we get these Bombards in action, Sipahis scale into obscene stats, all other options become quite oppresive as well, and then if we go into FI with cheap Mosque techs get OP army faster to finish games EZ…
4 Likes

Помогите у меня пустая страница с сетевой игрой, не могу поиграть ни с кем((

It is. Generally ignores that the bulk of the advantages to the units are geared towards treaty and the problematic elements come from the pacing of oneoff bonuses. Then there’s the constantly ignored fact that with all euro civs you have the means to spam the new op mercs (dutch, swedes, germs) ot have access to natives that can be boosted to the moon (brits, french).

Then also consider, that the costs of these units and their negative offsetts are still inplace (abus low ran age 2, hidden negative malus vs light cav, humbs have 1 less splash aoe, no exp from slow free vill ‘bonus’, sipahi costs increases not reverted with the ranged resist, etc…)

Consider your audience.

Fortunately, its just a mod, so there’s no reaon not to go off and make another.