Aztec:
Timing push of the Aztec with 11 Mayan allies is very strong, the Mayan allies in the past were pikemen with more tank but less damage and in general no one used them, but a long time ago they changed them to musketeers who are actually useful because they also do significant damage, now who maintain high health, have good dps if they stay still since they hit at 1.5/s
and the shipment can be repeated, I don’t understand this, this rush is now being done much more than before, no one seems to have realized how OP it is, I don’t know if it is also because they have improved the jaguar that they use as a big button, and so on. They get 11 Mayan allies + a lot of otomi + 4 big button jaguar. This push for civilizations that do boom or naked ff is really very solid.
The jaguar as a unit is too OP, they should nerf it or put a creation limit on it like the Lakota tashunke has.
On the other hand, the Arrow Knight should remove the heavy infantry tag, give him 5% base siege armor or 10%
Eagle Runner be more independent of the card that increases his range,
It should have 13 base range instead of 12
get + 3 instead of +4 range with the tlaloc support card
Mexico:
Nerf “Salteador” Need an explanation?? It is a matter of simply comparing the statistics and price of the Gurkha and the Salteador.
No civilization should have a strong skirmisher at age 2, especially the Mexican one who is faster. this was ruined with the previous patch
Spain:
+5% health to war dog at age 2
(-) 5% health to the war dog at age 3
Too bad against units at age 2.
Ottoman:
Reverse the cost of the Obus, this unit look for other solutions in Team, it does not have to be punished in 1v1
###an:
The new team card is very bad, it gives 10% life to artillery, in general you don’t want your artillery to have more life, the best cards that increase damage or range, The Ottoman used to have 15% damage at age 2, why is Japanese 10% of life that is worse at age 3? I don’t see the point, this card should be 15% life