Let's talk about revolts and forts

I think many of the forts and revolts are broken, especially countries that cannot train solid dragoons do not have a chance to withstand revolts, especially when the fort is added, the revolts of Argentina, South Africa, Chile, and civ as Mexico, 3 upgraded outposts at 5 min, all in revolt with many units and many of them disrupt the balance of the game. my advice in general is that the revolt price should be 2000 food 2000 wood 2000 coins instead of 1000 food 1000 wood 1000 coins, it is very annoying that everyone who throws a revolt beats the game, and the revolt happens instantaneously. In addition, the fort must be built in 75 seconds, arrive in 60 seconds. For a balanced game.

In addition to the lack of general player support, the walls that have already been weakened since the legacy game have been weakened repeatedly in 2 patches, as a result of these nerfs, the difficulty of establishing a defensive structure in the game balance is harder than ever, walls have never been as popular in the aoe3 game as they are in aoe2 and aoe4 anyway. In my opinion, the changes should be returned to how they were.

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Why would they even let a civ get fortresses so easily anyways? Malta gets a fortress construction card in commerce age, but it doesn’t give them a free fortress.

nerf forts
buff walls
that would put us back to square one in the camping/base sitting into revolt mass issue. Fort became popular after walls were nerfed because before you just spammed 3x layers of walls and culvs and it was quite common at every elo/ it doesnt matter if its a fort or walls or towers or many TCs, anything that cost effectively defends long enough for players to gather their safe hunts and ship crates/factories will ensure revolts are easy to pull off. walls now i can say almost 0 complaints heard for 5 months as is, but maybe a small buff wouldnt break the game again.

That said, nerfing the fort might be a good play to nerf the spanish, port, or even dutch (dont see much of this but theory its all there) and hell even british or french FI’s. But the biggest issue is that so many revolts have cards and units/shadowtechs upgrades etc that simply are worth 2-3x what many other civs can even manage at the same time. I think units like grenadaros are way undercosted as well too many revolts get massive eco injections. maybe we look at this instead of mass changes imho

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The revolt mechanics is broken by design. You turn your vills to military, skipping the steps of collecting resources, building military buildings and training units, you get a huge army by sacrificing eco for the rest of game (exceptsouth africa). Essentially you are borrowing resources from the future. Why am i allowed you borrow and use resources from the future? And if i win right away with that huge army the game just end, i don’t even need to pay it back. And if i don’t win right away there is no way to pay back and i lose. Because the amount of eco borrowed is so huge.

And also. It is so easy to turtle to age 4 for some civs, and get resources with no map control, it is impossible to prevent them from revolting.

Revolts were fine on TAD where they were a last ditch, permanent all-in to try to force a win without going imperial. Now there’s so many gimmicks associated with revolts that they are wildly unpredictable. I hate the term “unbalanced” to describe them, but they’re certainly unruly. I observed a game once where a Spanish player went Chile revolt with 2 factories, 3tcs and 2 haciendas behind him, shipped marvelous year right before revolting and then dropped the vills as his first shipment. Bro had 200/200 pop, 25 royal musketeers, huge army with insane huss, and boomed to 60 vills in just a few minutes while crushing an enemy army, filling the lost pop with vills as he went. Don’t get me wrong, I’m impressed by the gameplay and clever use of the civ and revolt but it really cemented to me the way revolts only make sense from a balance perspective if they’re truly a one-way decision, no take backs.

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I think the price of revolutions should be proportional to the number of villagers you are trying to turn into soldiers. It should also take longer to complete the more villagers you have.

Opposing players should be notified if any revolutions are in progress.

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This card is actually a horrible card, I tried to make it work so many times, it just makes way more sense to go to fortress age quickly and send a fort card or fire towers card or even vitarrosa card + tc age up. I tried using the explorer buff construction speed card + 5 sentinels + age 2 fortress contruction card and all those cards spent on this aren’t worth it in comparison, especially considering the time when the fort is finally up.

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Nah ah, that just allow turtle civs to camp in base without any repercussion.

I agree endless walls were nerfed, as it breaks the game. It was sick to watch a cancer 10 layers of walls camp, as you wear down and your opponent sitting on his base getting stronger.

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Forts have been buffed in DE because because not many people had been using them and after being buffed they where no longer rare to see.

Revolts weren’t used much in Legacy AoE III and in DE if revolts are too expensive no one will use them.

Its not easy to balance things to get people to use it while not being too good that people will complain about it.

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I believe you forget you have to spend +3k resources to revolt, wich is huge considering you turn your villagers into weak fighting units. Plus having no eco for a considerable time.

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Having Imperial units in a Revolt is absurd.

The wall change is bad, yes. The cost should be adjusted.

An additional 1-2 Forts is fine but not infinite.

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3k res is still less than your revolutionary army worth. So you are still borrowing resources from the future, that you sacrifice the resources that you can potentially collect. That’s what is meant by no eco for a long time. You should not be able to borrow resources from the future because you have not collected it. And if you are able to win with this one push you don’t need to pay them back.

walls are in a pretty good spot now.
I think you didn’t play much pvp in the first few years of DE. Walls were THE meta in every single game mode, from newbs at 0 ELO to pro players in competitions. Having several layers of walls was a common sight in supremacy. This conversation and the comparison to aoe2 and aoe4 was discussed so many times there’s literally no reason to backtrack on any of it.

Can you provide some recorded games on this 5 minutes revolution? I don’t see any civ capable of doing that aside from Mexico with Baja California. You need to do a FI and revolt, that’s quite a lot of time to leave your enemy unattended.

I have seen some Ottoman FI into Egypt with great bombard spam, much later at around 10-11 minute, but that’s nothing to write home about. Double culverin with simcity will deal with that.

I’d say forts are fine as they are, might actually need some damage buffs lol.

5 Likes

But at least you have to admit that Imperial units should have no place in a Revolt @Moonshadow7475

Well, you’re playing a state effectively… US gov already is borrowing money from the future to pay for social security, etc I believe… big loans to pay for things today that likely won’t get paid off for a long time…

This is because state economy is very different than your personal finances.

@EasedCobra66732 the imperial age units are not that great for the majority of the revos. Those that turn to be problematic can be nerfed or delayed or something on a case by case basis. There is no need to nerf revos across the board when most of them can barely win vs fortress age units.

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most of the games you win with revolting in ranked, you already won without revolving.

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I couldn’t agree more, revolts are buffed to a level that you can’t counter it without revolting yourself, revolt age up takes around 10 seconds compared to the long age up time of other civs. And nerfing defensive structures just made aggressive civs stronger than ever, a revert is needed.

Fort wagon is without doubt one of the best cards in the game that is overperforming lately as it allows a free FI revolt. fort build time should be increased imo and should also remember that african civs have no way to deal with it. My 2nd point is that , like already mentioned by other members in this discussion , some revolts are really broken, you get to have a huge army pop and you’re also able to transition to eco at some point which is problematic for the game’s balance. mexico and spain’s revolts should be nerfed it’s like being able to train vet jans in age 2 with brit’s eco.

Mexico can do the same as Baja with Central America revolt and then send the card for 3 upgraded outposts which comes in even before Ottoman Falcs and stops pretty much any push allowing for turtle FI or winning with all the bullshit things the revolt has to offer like min5 Falc training or a big vill shipment or even more outposts or upgraded spies if the enemy uses Mercs or age3 units after a card or petards with each shipment,… I love doing wacky shit with Mexico but CA just has too much for how easily you can get into the revolt without losing an, eco - instead being ahead for atleast the next 3min.