My own concept of balancing Ottomans, and other suggestions

A list of suggestions for nerfing otmanos, I’m not going to say they’re nerfs, but that’s the general idea.

The mosque generates less XP in Age 1 (from 0.80 to 0.50). This is reset in Age 2.

The initial villager limit is 15. (Limit increased to 25 with 100 money)

The abus rate of fire reverts to 3.5, as it was previously (now 3.0). Its armor is reduced to 0.15 (from 0.20). (Rate of fire and armor are reset with the Veteran upgrade)

Umbarazis (Ulufelis) have their base total hit points changed (473 hit points with only Foundry upgrades). This is reduced to 400 hit points.

Sipahi with area damage reduced by -1 in Age 3 (currently 3) (Resets in Age 4)

Mosque Construction Card: The exclusive upgrades from the Palace Intrigue card receive a 40% discount, instead of 50%.

Palace Intrigue Card:

  • New Order Infantry (Nizam): They have no melee damage against cavalry if you don’t research bayonet in the arsenal.
  • Topçu Corps: Delivers one less bombard, but costs 1500 coins instead of 2000.
  • Kapikulu Corps: Delivers 4 sipahis instead of 5; also, the armor upgrade is only 0.05 in Industrial instead of 0.10 (+0.5 in Imperial).

Akincis: Now costs 500 coins, but sends 10 horse archers.


For French:

Wilderness Warfare moves to Age 3. (Natives and Villagers are too strong in the very early stages)

Coureurs des Bois: Ranged armor is reduced from 0.40 to 0.20, but can be increased to 0.30 with the Market upgrade.

Old Guard is moved to Imperial, and Middle Guard now has grenade launchers.


Other more general changes:

Town centers now cost 600 wood.

Plantations reduce their price to 500 wood (Why 600? They’re more expensive than a town center.)

Markets are now a prerequisite for building TP.

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Le principal souci ce sont les cartes qui renforcent les indigènes dispo à l’age 1 et 2 si je ne raconte pas de conneries, pourquoi ne pas mettre cela à l’age 3 ou 4 comme votre suggestion à propos de la guerre en terre sauvage

De que te quejas de las plantaciones? si originalmente valian 800 de madera xd

Con respecto a los Otomanos siempre pense que los Nerfeos de por si no tenian por que esencialmente afectar su singularidad Asi que pense en los Siguientes:

Primero a Nivel Economico: Su problema radica en tener aldeanos gratis y demasiado rapido una vez tienen los 3 Centros Urbanos, asi que pense en las siguientes cosas:

Primero comenzare con las tecnologias de la mesquita:

-Distrito de la Torre Galata: Actualmente vale 100 de oro y aumenta el limite de creación de Yoruks en +20 y esta Disponible desde edad II. Ahora: Valdra 200 de oro y estara disponible en Edad III.

-Topkapi: Actualmente vale 200 de oro y madera y aumenta el limite de creación de Yoruks en +25. estando disponible en edad III. Ahora valdra 250 de oro y madera y estara disponible en Edad IV.

-Tanzimat: Su costo de 200 de cada recurso seguira siendo igual, pero ahora estara dispobible en edad V y el numero de aldeanos ya no sera +29 si no +20

Al avanzar a Edad III no tendran disponible Los 3 Centros Urbanos construibles sino solo 2, por consiguiente estos tendran 500 màs de HP y +10 de daño al estar guarecidos. (llegando a 100 en vez de 90)

Yoruk: Cambios que se me ocurrieron (lei que eran pastores de cabras y que trabajaban mucho la curtidoria. asi que pense lo siguiente) que pueda trabajar en el ganado un 20% más rapido y que este le dure un 15% más, a su vez contruye los edificios economicos como molinos y plantaciones un 50% más lento.

Militar:

Aqui bueno pense lo siguiente:

Humbaraci: No más armadura doble, solo resistira un 40% de ataques de Asedio, para enfatizar su rol anti artilleria, asi la guerrilla lo matara más facil.

-No se vera afectado por la carta de escuela de ocemi oglan (que encima lo hace 20% más barato)

-La carta de escuela de ocemi oglan solo afectara a las unidades del cuartel

-La mejora de guardia del humbaraci ya no reducira su costo en -5 de oro, ahora le mejorara el daño contra artilleria en un x0,10

-El humbaraci aumentara su precio de 110 de comida y 90 de oro a 115 de comida y 100 de oro.

Abus Gunner: Su R.O.F de ataque a distancia es ahora de 3,5 en lugar de 3

-Sus Mejoras ya no le otorgan mas alcance pero si +1 de linea de vision

-Su mejora de Guardia ahora recupera sus valores del juego vanilla (450 de comida y 600 de oro y madera)

Cartas:

-Todas las cartas de Spahis ganan +50 de costo en comida por spahi

-La carta de Cuerpo Tupcular: Ahora vale 500 de oro mandarla

-La carta Cebeci: Ahora solo mejora un 15% los puntos de resistencia de las unidades artilleria en vez de un 20%

le souci est que c’est seulement à l’age 3 pour pouvoir avoir plus de yoruk, vous condamnez les Ottomans en dehors du traité, gratuité ou pas vu qu’ils n’auront pas les moyens de développer un minimum d’économie et ils seront obligé de rush l’age 3 vu qu’ils ne pourront pas se permettre d’avoir des unités militaires avant, après je peux me tromper

entonces podria estar disponible en edad II pero lo digo por que aun asi el otomano solo estaria limitado a 25 aldeanos en edad II

I’ve been an Ottoman main for almost my entire gaming life, and I believe I know exactly what needs to be nerfed.

  • First, I think the Janissary (especially for its cost) has significant effectiveness in tanking and sieging that clearly outweighs its damage output. It should return to its original cost (100f / 25c) to make production more difficult (similar to the Indian Sepoy or the Japanese Ashigaru). Others might try to nerf the Age III Home City upgrade. While either option works, I prefer the former.
  • Second, Abus Gunner has always been a balancing headache. It has the fastest initial fire delay in the game (0.02s, compared to the 0.4s of a Skirmisher, if I recall correctly). I would keep its old cost (50f / 100c), but its first-shot delay should be brought in line with other light infantry. I also believe the Rate of Fire (ROF) should be 3.5 to achieve proper balance.
  • Third, the Humbaraci has an issue where it becomes too powerful in the late game. They are very hard to stop when an opponent decides to snipe buildings. I believe reducing their movement speed (even if they are given a bit more siege armor in exchange) could be the key.
  • The card that reduces Mosque Upgrade Cost should never have been buffed (moving from 33% discount to 60%, then to 50%), especially since they added more exclusive upgrades. This results in an overly effective Industrial Age, as it’s always worth researching those exclusive upgrades (which are very oppressive as they have Shadow Tech). That discount should return to 33% at the very least, and we can go from there.
  • The Age III Spahi is as effective as (or more than) an Age IV Gendarme. It is completely absurd how cheap they are to do a shipment from the Home City (regardless of the fact that they cannot be trained). The game claims they cost 400 food, but that’s hard to believe. There are several options here: either reduce the unit count by 1 per shipment (keeping in mind they have Shadow Tech in Industrial), or increase the food cost for the Home City shipment. They don’t really “cost” 400f. Maybe buff 3 Spahi shipment with a bit less food.
  • I also believe the upgrade for faster artillery production should not affect Great Bombards produced from Factories (or the base production speed of those bombards should be slightly slowed down). Additionally, the Industrial Age politician that grants 3 Spahis with Shadow Tech needs to be reviewed.

I think these nerfs would be more than enough. One could consider a slight buff to the Azap (where its wood cost is marginally reduced) to keep things fair, but first things are more important.

P.S: It’s true that there’s a card that significantly reduces the cost of several units. They need to look into that.

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Something I did mention a while back was maybe the Mosque should be nerfed to the same rate as the Church.

I could see reverting their ranged armor back to 10% as a better option. I’d also like to see Imams cost coin again. That’s an indirect nerf to both Sipahi and Mams.

I had also suggested the below: I actually don’t think massive nerfs are required to fix a lot of the issues. My suggestion on Mosque Construction basically nukes the Mosque FI, the card nerfs hit everything by 5% and their culvs by more (which would help other civs counter artillery masses). And very importantly I suggested nerfing their vill training rate which nerfs literally everything. If I was going for a more direct nerf of Abus gunners I’d actually consider nerfing their range. Currently their range is 18 → 19 → 20 → 22, but that could be reduced to 17 → 18 → 19 → 20.

Regarding French, I actually kinda like the idea of moving Wilderness warfare to Age 3. Mostly because of native builds. It’s also a 20% card on multiple units so I don’t think that’s unfair.

I wouldn’t move Old Guard to imperial however. I’d just nerf their armor a bit. They could have either 55% RR, 5% MR and 5% SR or 50% RR, 10% MR and 10% SR. You could also up their cost slightly.

Regarding TC and Estates, I like having both at 500w more than nerfing TCs, although if you got your way it’s help me personally as I’m a port main.

I don’t like the TP suggestion. I think it hurts a lot of civs and no other prerequisite building exists in the game. It’s more complexity and feels messy.

Please no. Please no. Please no. This card is super annoying. If anything I’d say +0.5 against vills (down from +1x) and deliver 5 Cav archers for free.

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That’s fine. I don’t see a problem with your proposal. My idea is to make it viable in 1v1.

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Nah that’s too reasonable, Ottomans must have a strictly better version of everything with no trade offs.

Locking the extra XP behind Mosque Construction could be a good idea. And obviously drastically reducing the discount for the Palace Intrigue techs.

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Even if they nerf the xp rate to match a church it can still be built in age 1.

The translator is getting stupit. If I understand correctly, you want more cards related to natives moved to age 3?

3 ou 4 ouep, c’est bien cela