It’s just my personal opinion, all in good fun, just wanted to share some of my quick nitpicks on the game we love, based on some History, winrates (as seen on ‘aoestats.io’), and my personal style, without much compromise or radical changes. I also didn’t look too much into the African civs yet.
Also, as we know, some civs have a debatable military focus, like the Celts being a Siege civ and the Ethiopians being an Archer and Siege civ.
General Style Changes:
- the obligatory pathfiding, bug fixes, etc
- make all civs have the right architectural style
- create, at least, the Caucasus and Nomadic architectural styles
- make all civs have a unique castle
- make all civs have at least one campaign
- correct some of the civs Monasteries and Monks based on their actual religion
- correct some of the civs spoken language (eg: Byz. speak Latin instead of Greek; Goths; etc) and ideally its grammar (Portuguese, Burmese, etc)
- have the option of toggling on/off a bit more blood on dead units
- make all tooltips and texts more useful/complete/fun (I’m thinking about the old ‘Maximum Extended Help’ and ‘Age of Chivalry’ mods).
- improve some civ descriptions (eg: Ethiopians: ‘Archer civilization’ → ‘Archer and Siege civilization’)
- make in-game buildings also show their Building Armour or at least have a clear option
- rename ‘Gate’ to ‘Stone Gate’
- improve the Ballistics tech icon
- make Careening and Dry Dock have more distinct tech icons
- rename the ‘War Galley’ tech to ‘War Ships’ (so it’s not confusing by having a name similar to the ship unit while affecting 3 different ships)
General Balance Changes:
- (Elite) Elephant Archer: range 4 → 5 (same range as the Archers and Skirmishers; they shoot from a higher elevation, why would they have less range? also, they’re not very strong right now for their cost and counters); movespeed 0.9 → 0.88 (same as new Battle Elephants
- Conscription cost: 150 Food, 150 Gold → 250 Food, 250 Gold
- Two-Man Saw cost: 300 Food, 200 Wood → 250 Food, 200 Wood (it makes sense if you see the cost math evolution)
- Faith cost: 750 Food, 1000 Gold → 750 Food, 750 Gold
- Illumination cost: 120 Gold, 65 seconds → 200 Gold, 45 seconds
- Redemption cost: 475 Gold → 500 Gold
- Masonry cost: 150 Food 175 Wood → 150 Food 200 Wood
- push Treadmill Crane to Imp Age; change effect ‘Villagers construct buildings 20% faster’ → ‘Villagers construct buildings 20% faster, repair 10% faster’; cost ‘300 Food, 200 Wood, 50 seconds’ → ‘250 Food, 250 Wood, 60 seconds’; make available to all civs; somehow balance it for DeathMatch
- Man-at-Arms upgrade cost: 100 Food, 40 Gold, 40 seconds → 75 Food, 40 Gold, 30 seconds
- Long Swordsman upgrade cost: 150 Food, 65 Gold, 40 seconds → 150 Food, 60 Gold, 30 seconds
- pull Arson to Feudal Age; cost: 150 Food, 50 Gold, 25 seconds → 100 Food, 100 Wood, 30 seconds
- Squires: research time 40 seconds → 30 seconds
- Bloodlines cost: 150 Food, 100 Gold, 50 seconds → 150 Food, 150 Gold, 60 seconds (holds off a little bit of the cavalry power, having infantry in mind; not sure if Archers would be affected)
- consider dividing Forging, Iron Casting, and Blast Furnance into 2 separate paths for Infantry and Cavalry (cheapening it a bit to balance), so as to have more granularity and an easier time balancing civs strenghts.
- after considering the above option, consider doing the same for Fletching, Bodkin Arrow, and Bracer, to have an easier time too with Archers, Buildings, and Ships, namely due to range balancing more than attack.
General Transport Ships:
- Elephant units cost 2 pop space inside the Transport Ship
- initial transport capacity of Transport Ships: 5 → 10
- Careening still +5 transport cap; Dry Dock +10 cap → +5; Shipwright: +0 cap → +5
- Dry Dock cost: 600 Food, 400 Gold → 500 Food, 300 Gold
- Shipwright cost: 1000 Food, 300 Gold → 1000 Food, 450 Gold
General Defense:
- Castle build cost: 650 Stone → 625 Stone, 50 Wood (it makes sense: rounds to the Stone cost of 5 Towers).
- Murder Holes cost: 200 Food, 100 Stone → 100 Stone.
- Arrowslits: Murder Holes now required; effect: ‘Watch Tower/Guard Tower/Keep/Donjon +1/+2/+3/+3 attack’ → ‘Watch Tower/Guard Tower/Keep/Donjon/Krepost/Castle +2/+2/+2/+3/+1/+1 attack’.
- Bombard Towers: 2220 HP → 2250 HP (same as the Keep); build time: 80 seconds → 90 seconds; Bonus attack +4 vs Ram line.
- According to the map size, an X tile radius is defined and atributed to each of the player’s Town Centers. Towers built within a Town Center’s radius take 0.75 times longer to construct and repair, while those built outside the radius take 1.25 times longer. This is to discourage Tower rushes and allow for more Tower based bonuses in the future. This new Tower radius mechanic could also include Castles/Donjons/Kreposts, to prevent their drops as well.
New Units/Techs - General:
- new Unit: Steppe Scout - percursor to the Steppe Lancer: starting unit for the 5 main nomadic civs - Mongols, Huns, Magyars, Tatars, Cumans - and the Turks; balance its Line of Sight and the Steppe line accordingly. The Steppe Scout could have 1.2 movespeed, 4 range, and 0 range - same stats as the Scout Cavalry. Basically, a similar unit that upgrades to a different line, so as to keep inicial balance.
- new tech available in the Monastery, Castle Age: ‘Monastery Masonry’: for 300 Food, 300 Gold, 40 seconds, upgrades your Monasteries to Fortified Churches, which fire arrows and have more HP, (similar cost to the Malay Unique Tech as a starting point); available to Armenians, Georgians, Slavs; requisite for building Fortified Churches.
New Units/Techs - Defense:
- new tech available in the Castle, Castle Age, ‘Revetments’: for 250 Food, 250 Wood, 60 seconds, strengthens Castles, Towers, Donjons, Kreposts projectile defense, by slightly increasing their pierce armour, building armour (?), giving +5% HP, and giving bonus defense vs the Mangonel and Scorpion lines. Civ availabily to be defined.
- new tech available in the Castle, Castle Age, ‘Moats’: for 250 Food, 250 Wood, 60 seconds, strengthens Castles, Towers, Donjons, Kreposts melee, by slightly increasing their armour, building armour (?), giving +5% HP, and giving bonus defense vs the Ram line. Civ availabily to be defined.
- Hoardings: cost 400 Food, 400 Wood, 75 seconds → 250 Food, 250 Wood, 60 seconds; ‘Strengthens Castles and Donjons by providing +20% hit points’ → ‘Strengthens Castles providing +10% HP +1 LOS, Towers, Donjons, Kreposts +5% HP +1 LOS’ (LOS = Line of Sight).
- Byzantines +HP% passive bonus adapted according to above points.
Civ Specific Balance:
Aztecs:
- receive Masonry
(- maybe rework the Jaguar Warrior into the Champion line?)
Bengalis:
- Paiks effect: ‘Rathas and elephant units attack 20% faster’ → ‘Rathas and elephant units attack 30% faster’
Bohemians:
- Blacksmiths and Universities cost -100 wood → Only Universities cost -100 wood
Britons:
- new passive: Archery Ranges work 10% faster
(old Team Bonus was 20% then nerfed to 10% due to Team Games. their winrate seems to be a bit below average and this new passive makes them retain their old 20% in 1v1s)
Bulgarians:
- Krepost cost: 350 Stone → 350 Stone, 25 Wood; Garrison space 20 pop → 15 pop
- receive Hoardings
Burmese:
- remove (Heavy) Cavalry Archer
- receive (Elite) Elephant Archer
- passive ‘Battle Elephants +1/+1P armor’ → ‘Elephant units +1/+1P armor’
- Howdah: ‘Battle Elephants +1/+1P armor’ → ‘Elephant units +1/+1P armor’
- Howdah cost: 400 Food, 300 Wood → 400 Food, 400 Wood
- Manipur Cavalry effect: ‘Cavalry deals +4 bonus attack vs. archers’ → ‘Cavalry deals +4 bonus attack vs. archers, Arambai +2 bonus attack vs. buildings’
Byzantines:
- receive Heavy Scorpion (they heavily used it historically)
Celts:
- remove Paladin (don’t know why they had it in the first place)
- give Woad Raider a better look (they look like they belong in AoE1)
Chinese:
→ need to be split at least as much as the Indians
Cumans:
- start with Steppe Scout
- receive Mule Cart; lose Mining Camp and Lumber Camp (they were nomadic)
Dravidians:
- (Elite) Urumi Swordsman: movespeed 1.05 → 1.1; gain +1(+2) bonus attack vs. villagers
Franks:
- their Paladin gets replaced with the ‘Frankish Paladin’ - it uses the already existing Frankish Paladin skin and has its stats slightly tweaked as in the case of the new Savar.
- passive ‘Foragers work 15% faster’ → ‘Foragers work 10% faster, berries 10% longer’
- passive ‘Mill technologies free’ → ‘Mill technologies cost -50%, are researched 100% faster (half the time)’
- ‘Cavalry +20% hit points starting in Feudal Age’ → ‘Knight-line +20% hit points’
Huns:
- start with Steppe Scout
- remove Masonry
- remove Stone Wall and Stone Gate
- remove Faith (they have both Atheism and Faith?)
- remove Illumination (how can monks regain faith faster with no Faith)
- receive Mule Cart; lose Mining Camp and Lumber Camp (they were nomadic)
- receive (Elite) Steppe Lancer
- new passive: Arson applies to the Knight line (Arson gives +2 building attack; Tarkans have 10+)
- (Elite) Tarkan movespeed: 1.35 → 1.365 (Knight line has 1.35)
Japanese:
- remove Kataparuto as an Unique Tech and move part of its effect to a new passive: ‘Trebuchets fire 25% faster and pack/unpack 2X faster’
- remove newest bonus ‘Cavalry Archers +2 attack vs. Archers’ as a passive
- new Unique Tech in place of Kataparuto: Samurai Code/Bushido: cost 700 Food, 300 Gold, 60 seconds; effect ‘Samurai can now switch between melee and ranged attacks; Cavalry Archers +2 attack vs. Archers’
Incas:
- Fabric Shields: ‘Kamayuks, Slingers, Eagles have +1 armor/+2 pierce armor’, 40 seconds → ‘+1 armor/+1 pierce armor’, 60 seconds
- new passive, based on Couriers: Eagle Warriors +5% Speed (goes from 1.3 to 1.365; Hussar has 1.5) starting in Feudal Age
Italians:
- new passive: first Monastery built spawns a free Monk
Khmer:
- receive Arrowslits
- remove (Heavy) Cavalry Archer
- receive (Elite) Elephant Archer
Koreans:
- new passive: Towers are built 20% faster
- Eupseong effect: ‘Watch Towers, Guard Towers and Keeps have +2 range’ → ‘Watch Towers, Guard Towers, and Keeps have +2 range and are built 10% faster’
Magyars:
- start with Steppe Scout
- receive Mule Cart; lose Mining Camp and Lumber Camp (they were nomadic)
- receive (Elite) Steppe Lancer
- passive ‘Scout Cavalry, Light Cavalry, Hussar cost -15%’ → ‘Light Cavalry line, Steppe Lancer line cost -10% Food’
Mayans:
- El Dorado renamed ‘Penance’ (the Mayans had bloodletting rituals (called ch’ahb’ in surviving hieroglyphs)), or just " ch’ahb’ "
Mongols:
- start with Steppe Scout
- remove Fortified Wall
- receive Mule Cart; lose Mining Camp and Lumber Camp (they were nomadic)
- ‘Hunters work 40% faster’ → ‘Hunters work 25% faster’
- replace Nomads tech with ‘Yurt Infrastructure’
- Yurt Infrastructure: 250 Food, 250 Wood, 40 seconds; Houses build 75%, Mule Carts, Mills build 50%, Town Centers build 25% faster
Romans:
- maybe receive their version of the Slinger and nerf appropriately?
- Comitatenses: 700 Food, 800 Gold, train 50% faster → 600 Food, 600 Gold, train 33% faster
Saracens:
- receive Caravanserai
Slavs:
- rename to ‘Rus’ (?)
- Supplies, Gambesons free → Only Supplies free
- Fortified Church upgrade available
Spanish:
- Builders work 30% faster → Builders work 20% faster
- receive Siege Engineers
Tatars:
- start with Steppe Scout
- remove Fortified Wall
- receive Mule Cart; lose Mining Camp and Lumber Camp (they were nomadic)
- new passive: Mule Carts +1/+1P armor
- base Keshik train time: 17 seconds → 15 seconds (same as Elite)
- new passive: ‘Steppe Lancers cost -10% Gold Castle, -20% Imperial Age’
- Silk Armor cost: 400 Wood, 300 Gold → 300 Wood, 300 Gold
- Timurid Siegecraft cost: 500 Wood, 400 Gold → 400 Wood, 400 Gold
Teutons:
- their Paladin gets replaced with the ‘Crusader Knight’ - it uses the already existing Crusader Knight skin and has its stats slightly tweaked as in the case of the new Savar.
Turks:
- start with Steppe Scout
- receive base Steppe Lancer
- passive ‘Scout Cavalry, Light Cavalry, Hussar +1P armor’ → ‘Light Cavalry line, Steppe Lancer line +1P armor’
- receive Caravanserai
Vietnamese:
- bonuses ‘Enemy positions are revealed at the start of the game’ and ‘Imperial Skirmisher upgrade available in the Imperial Age’ now swapped: Enemy Positions is now a Team Bonus and Imp Skirm is now a unique passive.
- (Elite) Rattan Archer movespeed: 1.1 → 1.15
- remove (Heavy) Cavalry Archer
- receive (Elite) Elephant Archer
- rename ‘Chatras’ to ‘Land of the Blue Dragon’ (name based on real life)
- Land of the Blue Dragon: ‘Battle Elephants +100 HP’ → ‘Battle Elephants +100 HP, Elephant Archers +50 HP’