Feedack on Upcoming Balance Changes

With this very promising DLC, there will also be several balance changes. So I think it would be cool to give feedback in one place.

Changes proposed above those of the developers are in bold.

Recovering some past proposals:

General

  • Elite Steppe Lancer upgrade cost reduced from 900 food 550 gold → 600 food 550 gold.
  • Cavalry Archer train time increased from 34 seconds → 37 seconds.
  • Heavy Cavalry Archer train time increased from 27 seconds → 30 seconds.
  • (Elite) Elephant Archer cost changed from 80 food 70 gold → 60 food 80 gold.
  • Transport Ship garrison capacity increased from 5 → 20.
  • Careening and Dry Dock no longer improve Transport Ship garrison capacity.
  • Trade Cart base movement speed increased from 1 → 1.25.
  • Trade Cog base movement speed increased from 1.32 → 1.65.
  • Caravan effect reduced from Trade Units +50% movement speed → Trade Units +20% movement speed.
  • Siege Tower conversion distance reduced to 0.5 tiles (same as rams).
  • Buildings garrisoned with Villagers no longer fire fewer arrows after researching ranged attack upgrades.
  • Mangonels now deal –1 damage to Monks.

Infantry Update

  • Supplies removed.
  • Militia-line cost reduced from 60 food 20 gold → 50 food 20 gold.
  • Man-at-Arms, Long Swordsman, Two-handed Swordsman and Champion base movement speed increased from 0.9 → 0.96 (Militia unchanged).
  • Two-handed Swordsman
    • Upgrade cost reduced from 300 food 100 gold → 200 food 100 gold.
    • Upgrade research time reduced from 60 seconds → 45 seconds.
    • HP increased from 60 → 65.
  • Champion
    • Upgrade cost reduced from 750 food 350 gold → 650 food 350 gold.
    • 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.
    • Cost changed from 50 food 15 gold → 30 food 30 gold.
    • New statistics:
      • Feudal Age: 45 HP, 5 attack, 1/1 armor, +6 vs. Cavalry, +4 vs. Camels.
      • Castle Age: 55 HP, 8 attack, 1/1 armor, +7 vs. Cavalry, +5 vs. Camels.
      • Imperial Age: 60 HP, 11 attack, 1/1 armor, +8 vs. Cavalry, +6 vs. Camels.
      • Now has Spearman armor class.

Burmese

  • Civilization bonuses
    • Change from Battle Elephants have +1/+1 armor → Battle Elephants have +1/+1 armor in Castle Age, +2/+2 in Imperial Age.
    • Remove infantry +1 attack per age (starting in the Feudal Age).
    • Team bonus moved to Civilization bonus → Relics are visible on the map from the game start.
    • New Team bonus Relics generate wood in addition to gold.
  • Unique technologies
    • Howdah removed.
    • Poison darts (several possible names): Mounted archers +2 attack.

Celts

  • (Elite) Woad Raider
    • Cost increased from 65 food 25 gold → 70 food 25 gold.
    • Base movement speed decreased from 1.2 → 1.17.
    • Elite Woad Raider base attack increased from 14 → 15.
  • Infantry movement speed Civilization bonus adjusted from +15% faster starting in Feudal Age → +5/10/15/20% faster in Dark/Feudal/Castle/Imperial Age.

Chinese

Massive update by devs

  • NEW units:
    • Gain access to Fire Lancers.
    • Gain access to Rocket Carts.
    • Gain access to Lou Chuans.
    • Gain access to Dragon Ships (unique upgrade to Fire Ships).
  • Civilization bonuses
    • NEW civilization bonus: Fire Lancers and Fire Ships move +5/10% faster in Castle/Imperial Age.
    • Demolition Ships +50% HP civilization bonus removed.
  • Elite Chu Ko Nu
    • Attack increased from 8 → 10.
    • Upgrade cost increased from 807 food 807 gold → 1105 food 1105 gold.
  • Rocketry
    • Cost changed from 637 wood 637 gold → 935 food 765 gold.
    • Effect changed from Chu Ko Nu +2 attack, Scorpions +4 attack → Scorpions, Rocket Carts and Lou Chuans +25% attack; Lou Chuans fire rockets.
  • Lose access to Camel Riders.
  • Lose access to Mangonel-line.
  • Lose access to Cannon Galleons.

Dravidians

  • (Elite) Urumi Swordsman
    • Attack increased from 8 → 9, Elite 10 → 11.
    • Movement speed increased from 1.05 → 1.10.
  • Gain access to Husbandry.

Georgians

  • Gain access to Warrior Priest.
  • Gain access to Camel Rider (not Heavy Camel Rider).
  • Gain access to Thumb Ring.
  • Gain access to Ring Archer Armor.
  • Lose access to Bracer.
  • Lose access to Parthian Tactics.
  • Civilization bonuses
    • Changed from Cavalry regeneration civilization bonus reduced from 5/10/15 HP → Removed.
    • New civilization bonus: Mounted units take 15% less population space.
  • Unique technologies
    • Svan Towers
      • Change from Defensive structures receive +2 attack; towers deal pass-through damage → Defensive structures receive +3 attack; towers deal pass-through damage.
    • Aznauri Cavalry → Removed
    • New Aznauri Infantry: Infantry (except Spearman-line) +30 hit points, Warrior Priests +100% heal speed.
  • (Elite) Monaspa
    • Hit points from 70 (80) → 80 (95).

Goths

  • (Elite) Huskarl
    • Base cost reduced from 80 food 40 gold → 75 food 35 gold.
    • Train time at Castles reduced from 16 seconds → 13 seconds.
  • Infantry discount per age civilization bonus reduced from -20/25/30/35% → -15/20/25/30% in Dark/Feudal/Castle/Imperial Age.
  • Lose access to Hand Cannoneer.
  • Gain access to Thumb Ring.
  • Lose access to Bombard Cannon.
  • Gain access to one of Siege Ram / Siege Onager / Siege Engineers.
  • Lose access to Hussar and Husbandry.
  • Gain access to Plate Barding Armor.

Huns

  • (Elite) Tarkan
    • Attack reload time reduced from 2.1 → 1.9.
  • The Hunic Horse cannot convert herd animals.
  • Gain access to (Elite) Steppe Lancer.
  • Civilization bonuses
    • Mounted archers are 10%/20% cheaper in the Castle/Imperial Age → Mounted archers and Steppe Lancer are 10%/20% cheaper in the Castle/Imperial Age.
  • Lose access to Paladin?

Italians

  • Pavise removed.
  • Silk Road moved to Castle Age, cost reduced from 500 food 250 gold → 250 food 250 gold.
  • New civilization bonus: Foot Archers and Condottieri +1 melee/+1 pierce armor.
  • New unique tech: Pirotechnia
    • Available in Imperial Age for 650 food 500 gold.
    • Effect: Hand Cannoneers deal +15% pass through damage and are more accurate.

Japanese

  • (Elite) Samurai
    • Cost reduced from 50 food 30 gold → 45 food 30 gold.
    • Now gain additional movement speed and +1 attack when charging at an enemy unit.
  • Team bonus adjusted from Galley-line +50% line of sight → +4 line of sight.

Khmer

  • (Elite) Ballista Elephant
    • Attack reduced from 10 → 9, Elite 11 → 10.
  • Civilization bonuses
    • Move Scorpions have +1 range to Civilization bonuses.
    • New team bonus Elephants have +2 Line of Sight.

Koreans

Massive update by devs

  • New units:
    • Gain access to Fire Lancers.
    • Gain access to Rocket Carts.
  • Civilization bonuses
    • Reduced minimum range for Mangonel-line Team Bonus replaced → Villagers +3 line of sight.
  • (Elite) War Wagon
    • Bonus damage vs. buildings reduced from 5 → 2.
  • (Elite) Turtle Ship
    • Now fires two volleys of rockets in-between its cannon shots.
    • Received a large number of statistical changes. Now more effective vs. Galley-line but more vulnerable vs. Demolition Ships.
  • Shinkichon
    • Cost changed from 800 wood 500 gold → 1100 food 800 gold.
    • Effect changed from Mangonel-line +1 range → Rocket Carts and Turtle Ships +1 range, fire additional rockets.
  • Lose access to Mangonel-line

Malay

  • Team bonus adjusted from Docks +100% line of sight → +6 line of sight.

Mongols

  • Elite Mangudai
    • Bonus damage against Sperman +1 → +3 (thread).
  • Civilization bonuses
    • Move ‘Lost houses do not drecrease population headroom’ to Civilization bonus.
  • Move ‘Scout-line and Steppe Lancer +30% HP’ to Nomads Unique technology.

Portuguese

  • Organ Gun
    • HP reduced from 60 → 50

Romans

  • Legionary
    • Base movement speed increased from 0.9 → 0.96.
  • Lose access to Arson.

Sicilians

  • (Elite) Serjeant
    • Cost changed from 50 food 35 gold → 60 food 25 gold.
    • Movement speed increased from 0.9 → 0.95.
    • Armor changed:
      • Feudal Age: 2/2 → 2/1.
      • Castle Age: 3/3 → 4/2.
      • Elite: 4/4 → 6/3.
  • Donjon
    • Can now be built starting in Dark Age.
      • Dark Age statistics: 625 HP, 0/6 Armor, and cannot shoot any arrows until Feudal Age.
    • Feudal Age Donjon unchanged.

Slavs

  • Free Supplies and Gambesons Civilization bonus changed → Free Arson and Gambesons.

Spanish

  • Missionary
    • Now affected by Cavalry armor upgrades.

Teutons

  • (Elite) Teutonic Knight
    • HP increased from 80 → 90, Elite 100 → 110.
    • Base conversion resistance increased from 0 → 3.

Vietnamese

  • New units:
    • Gain access to Fire Lancers.
  • Civilization bonuses
    • Archery Range units +20% HP civilization bonus adjusted → Archery Range units and Fire Lancers +20% HP.

Vikings

  • Civilization bonuses
    • New civilization bonus: Generates 5 gold when infantry kill a Villager, 20 gold when infantry kill a religious or trade unit.
  • Change Chieftains to → Infantry +5 attack vs cavalry, +4 vs camels.
  • (Elite) Berserk
    • Cost decreased from 65 food 25 gold → 65 food 20 gold.
4 Likes

I know Khmer dont need any help in TGs but that team bonus is pathetic

1 Like

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.

1 Like

Yes, but like it is difficult to add something

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.

This is a really good idea.

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.

1 Like

No matter, in a BBC war it means that the Turks will dominate again despite being a civilisation with many more options than the Bohemians.

In addition, according to Hera, the garrison in houses is probably OP for high level. It should be removed.

1 Like

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.

1 Like

I would give my two cents on this because I didn’t see anything for the Bulgarians besides the Infantry and the laughable Dismounted Konnik buff.

  • Infantry units regenerate 5/10/15 hit points per minute in the Feudal/Castle/Imperial Age
1 Like

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.

1 Like

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.

Janissaries need an HP and accuracy buff.

They are? ( in black forest)

1 Like

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…

1 Like

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 wonder if the +10 HP for Teutonic knight isn’t OP?

1 Like

Extended initial post.

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.