Knight Templars Wood bonus needs a big rework

But your argument can be reversed: You’d be in the group that, since you don’t know how to and don’t want to play water maps and always want an advantage on land maps, wants to eliminate sea maps so you always have the advantage.

You don’t have to justify yourself; if you don’t like them, then you don’t like them; there’s nothing to be ashamed of. Just don’t play them.

About the Templars


I think their wood bonus is special and unique, i like it, and it shouldn’t be touched.

In terms of balance, the pros say that the Templars would not even be in Tier S or A, but rather in Tier B or C of the civilizations on land maps, so is not a broken civ.

Another thing is that they have an advantage in sea combat over the rest of the civs, but I think it’s more a unexpected side effect of a civ-specific mechanic than anything else.

As compensation, I at least think the rest of the civs should have better sea bonuses in the Feudal Age, or put some limits on the Templars so they’re not so broken at the start of the Feudal Age:

  • Such as “more expensive” Docks and Ships, with higher wood costs.

The wood gathering bonus is pretty much in line with other similar bonuses from other civs numbers-wise, nothing special there. Though i do agree that not having to drop resources at a building kind of breaks the verisimilitude of the game because it’s the only case (so far at least) this happens.

It’s not in line with other civ, it’s much better than other civ.

Also it doesn’t matter if their strength on water was “planned” or a “side effect of something else” the result is the same and the civ is too good on water.

If the dev think that lowering the wood bonus would make them too bad a land map they can also add another eco bonus that isn’t related to wood gathering.

For example if they put back the lumber gathering tech instead of giving it for free (it could be in the mill or mining camp), then it would make a huge difference on water map (-150 resources so 1 less ship hitting feudal and also 45 sec of lower gather rate), but would make very little difference for land map castle rush strategy.

Other civ usually have 1 or 2 bonus related to the same resource, but templar has like 5 bonus related to wood gathering which is too much. ( food bonus, no drop off, no paying for lumber camp, free lumber tech, instant lumber tech (unlike delhi)).

Honestly stop the AoE3 devs, this mechanic is inexcusable–keep that game and its mechanics where it belongs; in the bin.

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Both Valdemar and Beasty have said in the new patch video that Templar need bigger nerf on water, that they are S++ tier compared to second best civ.

So its not just me.

I agree with you, they need nerfs on water. It’s especially strong on team games.

Something I was thinking about when reading the patch notes is there really wasn’t much in terms of balance outside of deer pushing changes.

Reading at the end, it’s pretty clear their focus was less on tuning but fixing backend stuff, adding more features, and manpower likely directed more at DLC development:

Starting with this release, we are beginning to unlock and maintain availability of some of the previously released seasonal content.

We’ll have more to share on this soon, so please expect more news from us on how we’ll be improving our approach to seasons in the future, as well as more news about the previously announced second DLC planned for this year!

Ideally they will address this through a major overhaul nearer to the DLC launch. I don’t appreciate them taking so long to fix critical flaws, such as profile editing being slated to be fixed on DLC launch after two years of being broken, but it’s usually when they have a major content drop that they alter large portions of the game.

Definitely agree that the change wouldn’t need to be large to fix this. It has to be on their radar because nearly every pro player and most casual lobbies notice this severe imbalance.

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I always loved the time setting for AOE3, I just couldnt stand the mechanics/deck stuff. That wasnt AOE to me.

Yes, that’s because they were influenced by the cities of Might and Magic 3 and included it in AoE 3 (and all in all, it makes historical sense, since they are aids from the metropolis to help you expand the colony/village)… the problem that AoE 3 had is that the original campaigns were historical fiction, if they had been more historical or focused on Europe as was originally planned, there wouldn’t have been so much rejection…

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Was expecting to Liberate South America as Simon Bolivar and San Martin on AoE III’s Campaign, dude :pensive_face: