Alright, I know it’s a little late but I wanted to give my thoughts on all the recent changes not natives and native techs.
Totenkopf Hussar: starts with Death Strike charged but takes 8 strikes instead of 4. - I think this is a solid change. It makes the first engagement from them much more threatening and hopefully speeds up their promotions. This is especially good for the shipment of 7 Totenkopf Malta has.
Royal Scots Grey: effect changed to "Totenkopf Hussar’s Death strike now takes 4 hits to charge - Given the change above was this tech’s previous effect, this change is sensible.
Austro-Hungarian Empire: cost reduced from 500f 500c to 375f 375c - A good change. This tech was pretty rare to pick up, now it’s a bit more affordable. Remember in the beta when this was priced 1000f 1000c? It definitely isn’t worth that much for 1 Hungarian Grenadier every 5 minutes.
Royal Tax: now grants 35c per building - Despite what the tooltip says, this tech is working as described. And it was already a good tech but now it’s an even better deal. Keep an eye out for this one if you’re a civ that housebooms.
Filiki Etreria: cost reduced from 1000c to 800c - Another rare tech esp in supremacy. I kinda wonder why they set it to 750c if they were reducing it already. There was a clear theme before of the cost increasing for Athos techs (250c > 500c > 1000c) so they could’ve salvaged that into a similar but different progression (250c > 500c > 750c), and tbh I don’t think an extra 50c discount would be a massive breakpoint to make this an op tech in 1v1.
Northern Musketeer: build limit increased from 12 to 16 - No complaints, Northern Musk seemed the most underwhelming of the trainable RH Musk, so it was weird to me how they had the lowest build limit.
Trabant: gains a Charged pistol attack; melee attack increased from 15 to 22, multipliers adjusted accordingly; cost increased to 60f 70c - After Royal Arquebusiers got their promotion, it made sense the Trabant was the next under-powered unit to get tuned up. The pistol attack is nice, but the melee increase is really what does it. Now it’s no longer a weird middle between the pike and halb, but a halb with extra goodies. The +10f cost is just compensation imo.
Royal Saxon Grenadiers: cost reduced from 600c to 500c - Another discount, and a decent enough tech to get one. Now it cleanly pays for itself after 1 shipment rather than a dangling 100c extra.
Sharktooth Bowman: now benefits from target lock feature; attacks faster the closer the target is - It seems like everytime the devs turn to a legacy archer, they take the chance to give them target lock. I suppose if the intent is to make it a universal feature then fair enough. I’m kinda confused why they decided to give them the faster attacking gimmick some African units have. But with these changes plus the ones to Seminole techs, the Sharktooth has gotten much scarier, and I already thought it was underrated.
Guerilla Wars: increases Sharktooth siege range by +6 (for 16 total) and cost increased to 350f 350c - An, interesting change. I’ve suggested alterations to this tech before, but as we’ll see with the next tech, rather than branch out the devs have decided to quadruple down Seminole as being singularly focused on the Sharktooth Bowman. In this case, now the Sharktooth can destroy entire towns even more safely (remember from the start of DE they had +4 range from TAD, including their siege range). The only shame of it is Guerilla War already felt expensive to pick up, but now it’s prohibitive for a rush. This was probably just compensation, but I hope it gets a discount to 300f 300c at some point.
Seminole Invincibles: for 225f 225c Sharktooth gain +10% hp and a slow regeneration of 2.5hp per sec - Well the third tech for Seminole is here, and it was nothing like what I was asking for! Kidding aside, this is yet another buff for the Sharktooth. The hp bump is nice but not significant. The regeneration tho, while not impactful during fights, will make a huge difference between fights. Unlike Hero regeneration, this does continue during combat and while moving so it is always in play.
Maya Pyramids: delivers 1 Maya Castle Travois, which can construct a powerful defensive building - speaking of new third techs, Mayans got one as well. I’ve made my suggestions here as well, namely a tweaked AoE 2 bonus, but once again the devs have a surprise. I don’t mind this one terribly tho, it’s certainly something Mayans didn’t offer before and stands out in a good way.
Klamath: completely reworked. 100f 30w; can gather wood, berries, and treasures; -100hp -6 ranged attack, but +2.5x guardians and -negative multies vs cav and shock inf. - Well the new Klamath is here, and I’m not sure I like it. Tbh, I didn’t have a problem with them being so similar to Cherokee, but if I was the one to rework them this is definitely not the direction I’d have gone. To keep it brief, I think at the moment the Rifleman is an underwhelming military unit and economic unit, and I think it will be seen less often than before, not more.
Klamath Work Ethos: now also affects Klamath Riflemen - This is a sensible change given the Klamath rework, but tbh in that capacity it’s negligible since a) the Klamath are so few in number and b) their base gather rates are already so low (their wood chopping goes from .20 a second to .21). As well, this does nothing to address the previous complaint in this thread and elsewhere that it’s an overpriced tech with an underwhelming effect, a complaint which tbf the devs may have thoughtfully considered and rejected.
Huckleberry Feast: now comes with an additional Tiny Food crate every 3 minutes (effectively from 100f to 150f) - I think I have to apologize about this one, since this is more or less the change I suggested, only I didn’t realize how messy it would be in game. So many crates on the floor you can’t get to your TC. Still, this increases the value of this tech a lot which is good. I still don’t get why they didn’t change the time interval from 3 minutes to 2 tho, that seems the most straightforward fix.
Tupi Poison Arrow Frogs & Carib Kasiri Beer: now Blackwood Archers and Blowgunners respectively gain poison damage - Since this was basically the same change I decided to combine them. I know a lot of people in this thread clamored for this change, and well here you go. Tbh it seems more symbolic than anything as from testing the extra poison damage is rather negligible, maybe only an extra 2 damage per attack. Which is fine, since these were already decently strong units where a major buff would be unwarranted, unlike the Incan Jungle Bowman which was designed from the ground up to have poison be a major damage dealer in its kit.
While some of the changes in the broader patch I’ve taken issue with, for the most part the adjustments to minor natives this time around have been positive. While there was some wild stuff I kinda don’t like, a lot of the small changes are well received and hopefully do well in making these options more attractive to players without totally breaking the subject of the fixes, in either sense.