How a Treaty Dev Patch could look like?

General Changes

  • Hotkey fixes (Ordenança Riflemen, Russian Infantry, Qizilbash, Royal Dragoons, Mexican Eagle Warriors, Jaguar Warriors, Mexican Musketeers, Indian Tigers, etc.).

  • One-time Industrial Age Native shipments do not refresh upon reaching the Imperial Age.

  • Railroad units are unselectable (Stagecoach, Train wagons, Ships etc.)


French

  • TEAM Native Combat: No longer a team card.

Spanish

  • No changes

British

  • Black Duke (Age V politician): Sends 3 Drummers, enables Drummers in the Native Embassy.

  • Improved Settler pathing logic when auto-gathering herdable.


Germans

  • TEAM 2 Settler Wagons (III): Removed.

  • Team Cavalry Combat (III): Now increases all Cavalry attack instead of only Heavy Cavalry and Light Ranged Cavalry attack (to prevent Rifle Riders from benefiting twice).


Swedish

  • Torps can be built outside of the treaty TC circle.

  • Caseshot (III): Fixed the bug where Horse Artillery could not attack enemies at range 13 - 17.


Ottomans

  • 9 Sufi Allies (IV): Qizilbash build limit reduced from 22 to 9.

Portuguese

  • Legionarios (Musketeer RG): Adds +2 Attack Range to Musketeers.

  • The Logistician (Age II politician): Age II Infantry attack range +1 changed to Crossbow and Ordinance Riflemen attack range +2.

  • Ordinance Riflemen: Cost increased from 35f 35w to 50f 40w.

  • Ordinance Pikemen: Cost increased from 30f 30w to 35f 35w (via the RG tech).


Italians

  • Papal units in Basilica are now Infinite Technologies (do not occupy shipment slots)

  • Papal Arsenal (III): Changed to: Grants your Papal units powerful charged attacks. Papal units arrive faster. After sending this card, researching technologies no longer grants free Settlers.

  • Papacy (Church): Changed to Basilica build limit +1, Architects population cost -1.

  • Milanese Arsenal(III)and Venetian Arsenal (II): Merged together, Military building working aura range increased from 24 to 34

  • Team Cavalry Combat (II): Changed to ALL Cavalry attack instead of Heavy Cavalry and Light Ranged Cavalry attack (to prevent Rifle Rider from benefiting twice)

  • Shield Aura on all Papal Units: Removed, testing showed that overkill damage (e.g., artillery shot) was fully absorbed by Papal units.

  • Papal Bombard: Population cost reduced from 8 to 7, no longer absorbs damage for nearby Artillery units

  • [NEW] Flying Battery (IV): Artillery movement speed +10% and ROF -10%

  • 7 Papal Guards: Cost 300f 300w 300g → 280f 280w 280g

  • 7 Schiavoni: Cost 300f 300w 300g → 280f 280w 280g


Dutch

  • Dutch State Army (III): Mercenary card arrival time reduction changed from −20% to −50%. Additionally -10% cost to Mercenary units.

  • Infinite Fusilier (IV): Cost reduced from 2000 Coin to 1000 Coin; ships 7 Fusiliers instead of 10.

  • Theatre (II): Tavern build limit increased by 2.

  • Belanda Hitam (IV): Correctly enables Akan Musketeers in the Native Embassy.


Maltese

  • The Squire (III): Military building working rate increased from 80% to 130%,Fort and Artillery Foundry remain unchanged (offset).

  • Fort Construction (II): Adds -50% Fort build time.

  • Sentinels: Adds Grenadier tag.

  • Flintlock Rockets (IV): Changed to +70%HP, +70% Attack damage, +70% Cost, +70% Bounty (stats comparable to Soldado).

  • Sovereign Order of Malta (III): Sentinel +15% HP and Attack → +20% HP and Attack

  • Wall Guns (III): Instead of Walls, Ranged buildings improve Sentinel Attack and Attack Range, aura range increased from 14 → 24.

  • Extensive Fortifications (II): Changed to Team Extensive Fortifications, Adds +3 Outposts/Blockhouses/War Huts/Castles to allies, Malta extra 4 Outposts and +25% HP to Defensive buildings.

  • Depot: No longer damages allied and own units when exploding. ROF aura range increased from 14 → 24.


Russians

  • Sevastopol (II): Wall building time reduction removed.

  • Strelet Horde (IV): Removed auto-training of Strelet batches.

  • Unicorne Mortars (IV): No longer grants -15% training time to Mortars.

  • Added Hotkeys for Rusket, Poruchik, Strelet in Forts.


Chinese

  • German Consulate: -15% food cost to Infantry, Cavalry, and Banner Armies (Banner Armies are not classified as Infantry or Cavalry, this is to affect Native warriors).

  • Improved Settler pathing logic when auto-gathering herdable


Japanese

  • Renpeikan Dojo、Genbukan Dojo (III): Merged, can be shipped twice.

  • Morutaru: Population cost 3 → 4

  • [NEW]:Meiji Restoration becomes available in the Consulate upon reaching the Industrial Age.


Indians

  • 2 Rockets (IV): Cost reduced to 0 food.

  • Pet Tiger: Cost reduced from 120f to 110f.

  • Pet White Tiger: Cost reduced from 125f to 110f.

  • Indian Gunpowder (IV): Sepoy training time -15% → -10%, cost -10% → -15%.


Hausa

  • Removed the placement constraint between two Universities.

Ethiopians

  • Shewa Riders (III): No longer grants +0.1 Ranged Armor and +20% Attack to Javelin Riders.

  • Jesuits: No longer enables Conquistadors.


Aztecs

  • Quetzalcoatl Support (IV): Correctly sends 12 Jaguar Warriors.

Haudenosaunee

  • Siege Construction (III): No longer reduces Mantlet and Ram population cost.

  • Improved Settler pathing logic when auto-gathering herdable


Lakota

  • Improved Settler pathing logic when auto-gathering Bisons: Once Settlers have finished gathering the current bison, they will prioritize gathering the nearest bison rather than searching for dead bison and getting stuck along the way.

  • Spirit Medicine (Market): No longer grants minimum attack range to settlers.

  • Fur trade (I): Removed.


Incas

  • Chachapoya Support (IV): Huaraca Siege armor increased from 0.1 to 0.2, additionally +10% movement speed.

  • Chimu Support (III): Extra 0.05 Ranged Resist to Chimu Runners.

  • Team Inca Bridges (II): Also grants +5% movement speed to Cavalry and Shock Infantry (instead of only Infantry and Civilians).

  • Ranged Infantry Hitpoints (II): Changed to team card, all Ranged Infantry +10% HP, Incan extra +5% HP.

  • Melee Infantry Combat (III): Also grants Chasqui +15% HP and Attack.

  • [NEW] Ranged Infantry Combat (IV): Grants +15% HP and Attack to Huaracas, Jungle Bowmen, and Bolas Warriors.

  • [NEW] Saw Mills (I): Added.

  • Legendary Jungle Bowmen (Warhut): Adds +2 Attack Range to Jungle Bowmen.

  • Chimu Runners: Cost reduced from 75f 40g to 70f 40g.

  • Plumed Spearmen: Cost reduced from 100f 25w to 100f 20w.

  • Kallanka big button: Changed to shipping 4 Villagers and increasing Villager build limit by 4.

  • Kallanka maximum garrisoned units reduced from 10 to 5.

  • 17 Mayan Allies (IV), 10 Mapuche Allies (IV), 15 Tupi Allies (IV): Removed

  • Estate build limit set to 6 from 10, Auto gold gathering rate increased from 0.80/s to 1.333/s


Americans

  • The Alamo (Age V Federal card): Non-Military buildings do not spawn Marines

  • Texan Forts (Age V Federal card): Fort auto training efficiency reduced from 5.5/s to 4.0/s (Note that there are still Imperial Age Shadow, Indiana Mobilization, and Inspiring flag).

  • Kosciuzsko Fortifications (IV): Fort build limit +2 reduced to +1.

  • New Jersey Seaports (Age IV Federal card): Sending infinite 300 crates grants 600 → 750 resources.

  • Boston tea party (Age II Federal Card): Food to Gold convert ratio 1.15 → 1.25.


Mexicans

  • Tlaxcala Textiles (Age II Federal Card): No longer enables Conquistadors

  • Cerro de Mercado (Age II Federal Card): Wood to Gold convert ratio reduced 1.25 → 1.20

  • Food Silos (Yucatan): Removed

  • Fortune Soldiers (Baja California): Additional Coin gained from killing enemy units reduced from 100% to 50%

  • Land of Juarez (Age V Federal Card): Artillery no longer benefit from the damage aura of Inspiring flag

  • Cinco de Mayo (Age V Federal Card): Damage and HP +25% → +15%, aura range increased 32 → 40

  • Vigilantes (Salteador RG): No longer grants -5 gold cost to Salteador

  • [NEW] Infinite 5 Chinacos (IV)


Most of these changes have little impact on supremacy games with the exception of few:

  • Italian papal units being infinite tech instead of shipments: Ideally, the papal shipments should be separated from regular shipments and share no same slot. I had to bypass that by turning them into infinite technologies.

  • Schiavoni and Papal guard being cheaper: 1 Papal guard is worth of 120 resouces (12 xp), so either their base cost is too low, or the 7 Papal guard shipment is too costly.

  • Sentinels being buffed in late game: Sentinels have very inefficient population cost, I think giving them the stats comparable to Soldado is reasonable.

  • Inca buffs: Inca is at the bottom of all civs in many aspects. I think any buffs to Inca should be justified.

  • Conquistadors for Ethiopia and Mexico: Here comes the problematic part. These two civs are too stacked up with milions of cards/techs/shadow techs etc, classic DE civs. It is pretty weird that Ancien Regime and Prince Electors assign population to the native units while the Tlaxcala card does not.
    Conquistadors being 0 pop for Ethiopia could be somehow justified, as none of the native units enabled by African age ups cost population. In fact, Id rather not remove Ethiopian Conquistadors, but the Javelin Riders are for sure broken. They have 20 base damage (at 3 ROF), this is just unreasonably high compared to any other goon-type units. Even without any cards and technologies, just getting their War camp upgrades grants them 40 base damage. Meanwhile a Dutch Ruyter has 29.4 damage, and standard Euro Musketeer has 46 damage with no multiplier. This is simply ridiculous. This unit needs some base stat tweak.

  • US Texan Forts: 1 Fort is literally as productive as 1 Factory (in fact, even more if u count all the hidden stuffs), either the hidden stuffs should be tweaked to exclude Fort batches, or the base production rate should be lowered. Giving the access to 5 Forts (actually 6 If u go Ohio) is just way too much.


Meiji Restoration is just my own taste: Mods Single - Age of Empires - World's Edge Studio
The whole patch with Meiji Restoration integrated: Mods Single - Age of Empires - World's Edge Studio

The reason why I made this patch and wrote all the stuffs is simply that I wanted to point out the fundamental late game problems and provide possible solutions to that. Hope this could serve as a foundation to any upper-limit balancing and sup-treaty balancing discussions.

Ethiopia and Hausa almost no improvements, yet they are the weakest civilizations…

If you are referring to treaty, then Ethiopia is one of the strongest civ, right below Mexico. And Hausa is pretty balanced right now.

1 Like

hahahah so you play for them most often then what?

Hausa and Ethiopians should be able to build barns outside their initial range. Lakota should also be able to build teepees outside their initial range.

Quite agree with barns, but not sure about teepee. Teepee not only boosts gather rates, but also military training speed and gives attack and hp bonus.

Since when? That’s never been the case.

Incas, Ethiopia, Hausa are the weakest civilizations in this game…

you must have a different game installed to the rest of us

all bad… write those improvements again :smiley:

Ethiopia is weak in Supremacy (super strong in Treaty though.)

Hausa is a perfectly fine civ to play in any game mode, they are just hard to learn but they are perfectly competitive.

1 Like

Yeah, I hate how Ethiopia has so many options/techs that are hard to obtain in the short run due to high costs, but then in the long run they all stack up and make Ethiopia a monster. Ethiopia should definitely have an easier access to those techs, but have their upper limit somehow capped.

3 Likes

Buff to dutch merc spam? It’s already a very common thing in treaty and you want to buff it?

I think it’s a troll… and the topic is a joke…

Bah non, le mod existe belle et bien

1 Like

If you’ve read his posts, he doesn’t quite get it.

Ben il ne connait pas la blague aztèque en tout cas

We might be misunderstaing here. I agree that Merc Dutch is a thing in Nr 20 due to the automatic upgrades. But after all there are only like 6 7 civs that are playable in NR 20; Port, Spain, USA, Otto, Dutch, Italy etc. Basically only the civs that mass vills very quickly and can easily manage eco can be played there. All Native American civs are automatically excluded due to having no reliable gold income and they stuggle with Heavy Cannons. African civs are also out due to influence issues. Im more worried about late-game/team sup rather than NR 20. Thanks for reply anyways, I will rethink about the merc cost.

Well I actually came up with a solution. This way it affects no sup games or short treaty games. Im pretty sure infinite cards are only relevant for long treaty games.

Running out of gold from excessive merc spam is dutch main weakness since they have 140 pop available. With your suggestion they have merc cheaper than regular units in terms of total ressources (highlander/musk, elmetto/lancer BR/dragon etc…)