Nerf a japon

Here are my suggestions for Japan not being so strong, but still strong:

Let’s start with the daimyo. This unit is almost unbeatable and does whatever it wants. We can do the following:

  • Acquire the hero tag, but without being immortal. This would help to be countered by anti-hero units.

  • They cannot create units near the influence of defensive buildings or town centers. They are a pain in late games or treaty where all of a sudden you have 10 mortars shelling the factories. They also start with a huge tactical advantage once the treaty ends because you basically start on the defensive against Japan.

  • The influence of daimyos should not affect artillery. (Similar to the change where missionaries don’t affect cannons and ships.)

  • Daimyos should not craft cannons in batches of 10.

  • Increase the cost of daimyos. There are too many benefits in a single unit for its price to be just a few coins. They are also very difficult to kill. Or simply greatly increase the training time of the daimyos in the shogunate.

  • They are vulnerable to the ‘sniper’ scout ability.

  • They do not self influence themselves as much as the other troops. Just 50% of the bonus aura would be fine.

My other suggestions are:

  • Prevent the cherry cart from being an additional exploration unit. How? It could be captured as if it were cattle.

  • Monks will not be able to use their escape ability when they are melee attacked.

  • Monks will build shrines a bit slower than they currently do.

  • Shrines may not be built near the influence of town centers, detachments and forts (and the like).

  • The second use of each shipment arrives 10% slower than the first time.

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