–> The Buff or Nerf of civilizations must be made by changing their basic rate of collecting all resources, just like the Handicap effect. That way it is possible to keep civilization bonuses virtually untouchable, and it would be fair for all civilizations. This undoubtedly, I believe to be my best idea for the general balance of civilizations.
–> A civilization’s Nerf or Buff decision must be based on Winrate competitive games. The sample of “25%” of the best players can be used, or another% value that seems appropriate. If a civ has a winrate much higher than 50% it must be Nerf, and if it is far below then it must be Buff. The choice to counter civilization will not affect statistics, if the opponent does not know which civilization he will play against before the match starts.
–> Macehualtin, Yumi, Longbowmen they need to receive 3x vs heavy infantry in some way, either by card like Gurkha (Royal green jackets) or by Counter Infantry Rifling, or otherwise.
Saloon Age 1 = Monastery
–> Royal guard updates must cost 800f 800c to be commensurate with normal guard updates.
–> Saloon needs to be able to be built at age 1, as well as the Monastery of Asian civilizations, so you can know which mercenaries are available before choosing the deck.
–> Spahi and Urumi trainable in the stable and barracks, with a fair price and population. As an initial suggestion: Spahi 250f 250c and 5pop, and Urumi 150f and 150c and 3pop.
–> Native civilizations need compensation from European factories for late game. As a suggestion, 2 cards with Warrior Priests could be created, and if the player leaves this one they will not be able to recover them, as well as the factories.It shouldn’t cost population. The Aztecs would need to be adjusted in some way, because they can already create this unit at the stake.
–> Plantation cost for 400w.
–> Cuirassier needs some kind of Nerf in the game late. I honestly don’t know how to do this, maybe an alternative will be to apply a small training time Nerf along with the Thouroughbreds card.
–> Add a small multiplier against heavy infantry for all heavy hand infantry. In this way they would do reasonably well against musketeer-type units, and would remain the same against the other units. I don’t know the fair multiplier value, because I haven’t done the tests yet.
–> The Dance Hall card must provide a specific mercenary for each civilization, as well as Asian civilizations, and this mercenary will be the option of the guard and imperial update available to be made.
–> If the Dance Hall change is applied, then the effect of the Improved Mercenaries card could be reduced to 15%.
A vote could be taken, or another way to choose the mercenary of each civilization.
–> German civ: Move the Long-Range Infantry Hitpoints card to age 2, so that they are useful for Crossbowman.
–> German civ: Change the negative effect of the Soligen Steel card to make the Doppelsoldner cost 33% more. Reducing speed makes the unit useless.
–> German civ: The Spanish Riding School card applies 20% for Warwagon and hold 10% for other cavalry.
–> Mamelukes, Elmetis and Lil Bombard need to be available at age 3 in the same way as other mercenaries.
– > The price of all mercenaries would need to be recalculated in order not to have OPs or weaknesses.
German civilization is my favorite so more suggestions for change were for it.