Upgrade research time reduced from 85 seconds → 70 seconds.
Attack increased from 13 → 14.
Arson moved to Feudal Age, cost reduced from 150 food 50 gold → 75 food 25 gold.
Eagle Scout train time in Feudal Age reduced from 60 seconds → 50 seconds.
Aztecs
(Elite) Jaguar Warrior
Attack increased from 10 → 15, Elite 12 → 19.
Bonus damage vs. Infantry reduced from 10 → 5, Elite 11 → 6.
Now gain +1 attack when defeating a military unit, up to a maximum of +4 attack.
Armenians
Mule Cart
Lose access to Multe Cart.
Gain access to Mining Camp and Lumber Camp.
Mule Carts cost -25% removed.
Change from Mule Cart technologies are 40% more effective → Mining Camp and Lumber Camp technologies are 40% more effective.
Civilization bonuses & Naval warfare
New bonus Fortified Church cost -10%.
Change from first Fortified Church receives a free Relic → First Fortified Church receives a free Relic, it does not affect the Relic Victory.
Galley-line and Dromons fire one additional projectile removed.
Change Cilician Fleet from Demolition Ships +20% blast radius; Galley-line and Dromons +1 range → Demolition Ships +20% blast radius; Galley-line and Dromons fire one additional projectile.
Change Fereters from Infantry units (except the Spearman line) +30 hit points; Warrior Priests +100% heal speed → Mounted units regenerate 15 hit points per minute.
Gain access to Shipwright.
Land warfare
Gain access to Paladin.
Gain access to Plate Barding Armour.
Gain access to Heavy Cavalry Archer.
Gain access to Parthian Tactics.
Gain access to Siege Engineers.
Lose access to Arbalester.
Lose access to Ring Archer Armor.
Aztecs
(Elite) Jaguar Warrior
Attack increased from 10 → 15, Elite 12 → 19.
Bonus damage vs. Infantry reduced from 10 → 5, Elite 11 → 6.
Now gain +1 attack when defeating a military unit, up to a maximum of +4 attack.
Bengalis
Ratha
HP reduced from 105 → 100.
Train time increased from 18 seconds → 20 seconds (Elite unchanged).
Bohemians
Gain access to Hoardings.
Civilization bonuses
Mining Camp technologies are free → Gold Mining and Gold Shift Mining are free.
New civilization bonus: Hoardings cost -50%.
Wagenburg Tactics: Gunpowder units move 15% faster → Hand Cannoneer units and Hussite Wagon move 15% faster.
Bulgarians
(Dismounted) Konnik
Armor increased from 2/1 → 2/2.
Burgundians
Flemish Militia
Can now be trained at the Barracks starting in Feudal Age.
What’s the purpose of giving cheaper Hoardings, what is the area this would fix?
Agree on the mining upgrades, currently Bohemians have wayy too many thing in castle age that makes them too oppresive on closed maps.
Let Wagenburg Tactics alone, Bohemians are supposed to have faster moving gunpowder, better remove Siege Engineers, this makes their Houfnices unable to have in range other Bombard Cannons with SE, allowing those to have more counterplay, and making the UT more relevant than ever. You can increase the Elite Hussite Wagon range to compensate.
Half price Elite Battle Elephant upgrade is a good way to make Burmese completely OP on closed maps TGs.
As for team bonus, just move current one as civ bonus, give Relics generate wood in addition to gold as a new one.
Nowadays, the Bohemians do not have Hordings, (despite the fact that it is the only castle with Hordings, for now) for balance as they have a lot of extra stone. They are equal to the Koreans in this situation.
But, removing the free double upgrade to stone opens up the space to finally give them Hordings. And not to be just too harsh a nerf I thought of such a bonus. It is small, probably to be decent Hoardings would also have to search in half the time.
I fear that they would practically become worse than the Ethiopians’ BBCs.
So for you, Khmer or Bengali elephants are broken in TGs.
No, without Siege Engineers Houfnice is still superior to any Bombard Cannon in most ways (HP, PA, speed after UT, higher blast radius, higher attack and attack bonuses) without even needing a castle to get the many other strenghts it has, Ethiopians might have higher blast radius on their BBCs but is still just a BBC with SE that needs a castle and a very expensive UT.
That doesn’t matter because Turkish BBC isn’t a broken Post-Imperial unit, especially since the Artillery cost nerf back in 2023, and it doesn’t kill units in the same way as Houfnice does.
No, what break Khmer is having that +1 range for free as team bonus, is like the old Britons bonus at this point.
what? patch notes say the PA buff is for both non-elite mounted and dismounted Konnik.
They are going to be same as tanky as knights vs archers while also having better attack and doing better vs Pikes and Camels.
Thank you for creating a thread for the upcoming balance change. Would be better if you added Chinese and Koreans, and have a separate paragraph for your suggestions.
It was Hera who pointed out that automating the house garrison trick will be game breaking. You are right +1 range on scorpions should be a civ bonus now.
Why?
Good change.
Poor change
I don’t like this change. The unit will be good against infantry, siege and cost effective against cavalry. They are better versions of shotels and more.
Remove “Medical Corps” → “Mahuts” added as replacement
If Devs are buffing elephant speed for Dravidians, ‘Mahuts’ is far better and makes a clear case for their use.
If Devs are buffing light cav play, “Plate barding armour” or “bloodlines” is more important.
Only “Husbandry” leaves both the units with below average stats.
Both civs are strong in closed map TG because their Elephants but still need to pay 1900 resources for the power of the Elite Battle Elephant, and noone has extra armor that makes them tankier.
Burmese Battle Elephants have +1/+1 armor as civ bonus, another +1/+1 by Howdah and a +4 attack vs archers with Manipur Cavalry, 550f 350g for a very pop efficent unit with such advantages and very easy to mass from multiple stables is stupidly cheap, want to remind you long time ago Battle Elephants were dominating late game TGs back at Rajas days before DE and even pros complained on how strong the unit was, at some point the upgrade was 800f 500g…
Although the Burmese are listed as a Monks & Elephants civilisation , that bonus served to eliminate a problem that now no longer exists thanks to 1 direct buff and 3 indirect buffs in recent years.
The bonus on pikes made the siege-monk push stronger in the arena: bonus to wood for siege weapons, monk tech at half cost for redemption & co and +2 attack on the Sperman. But now the pikeman upgrade is cheaper.
The bonus on the militia line I think was to compensate for not having too many options to take out enemy pikemans, but now:
the arambai are affected by partisan tactics (+2 attack bonus)
the accuracy of Heavy CA has been raised from 50% to 80% (they without thumbring)
scorpions are affected by ballistics (they have Heavy S. + S.E.).
And if even this is not enough, I have a new UT in mind. Read the rest of the reply.
Probably the proposed discount is in fact excessive, but this does not change the fact that Burmese go full elephant is an expensive affair without having the food echo of the Khmers or the incredible discount of the Malays.
So rather it occurred to me you could do away with the bad game design that is: two UTs that both affect Elephants, one UT that is equal to the civilisation bonus.
Rather, let’s eliminate Howdah. Let’s change the bonus to Battle Elephants receive +1/+1 armor in Castle Age, +2/2 in Imperial Age (the final effect is the same as today, you find the best words).
And as another UT you could either something for the monks, or Heavy Dart / Poison Dart (other possible names of course, but I like poison dart as they were in fact): Mounted archers (includes the Arambai) +2 attack. You can probably take away 1 base attack from the Arambai in this way.
And as a bonus team, the one you proposed. What do you think?
I understand the sentiment, but something like this is really questionable. It’s fine if it’s a UT to research, but as a bonus that part of the feudal age no thanks.
We should see how accurate the Janissaries were in the old patch at distance 7.
Mahayana should affect trade units and fishing ships.
I like the direction of nerfing Houfnice.
Making Houfnice either lose Siege Engineers or not benefit from Wagenburg Tactics can be a viable option to try. The former obviously requires the Elite Hussite Wagon to gain +1 range to compensate, but the latter only requires the Wagenburg Tactics to affect only the Hand Cannoneer and the Hussite Wagon, not requires the Elite Hussite Wagon to directly have a faster base speed.
The Burmese already have a bonus for wood gathering. I like the team bonus to try to bring part of the old Manipur cavalry effect.
I really don’t like how the developers let Flemish Militia slowly lose its unique flavor.
Originally it had a distinct revolutionary identity, requiring players to revolt and be trained at TCs, but now it is just a stronger spearman at Barracks.
We should have a “REVOLT!” button in TCs for Burgundians, just like how AOE3 does for European civs. This button should have the cost and effect of Flemish Revolution, unlock Flemish Militia, and allow it to be trained at TCs. This way, Flemish Revolution is no longer a UT but is still a feature of Civ, people can decide whether to allow access to it through room settings, and the gunpowder attack bonus can become a new UT.
If the Goths lose Bombard Cannon, they should get Redemption (instead of better seige units) as compensation, because this way they can still effectively fight against Onagers and Scorpions. Their infantry are already good against buildings.
If they recieve Plate Barding Armor, they should lose Cavalier (instead of Hussar and Husbandry) in exchange.
The developers seem to be refusing to allow players to use the fully upgraded Cavalier, in order to prevent players from NOT trying to transition to infantry flood, but I think they can get the fully upgraded Hussar when they have really bad skirmishers.
The cheap and fast-training SL seems to be a bit too much.