Next PUP is out

https://steamcommunity.com/app/933110/discussions/5/3190238550301525493/

You need to login to your steam account to see it.

In short:

  • Major updates and several new cards for China
  • Some adjustments to Mexico
  • Inca nerfs
  • Some long-hated units get nerfed (check for yourself :stuck_out_tongue:)
13 Likes

Can’t see it, will someone please copy & paste?

3 Likes

:scroll: [BUILD INFO] - Public Update Preview - February Update

Hello Explorers!

With today’s launch of the Public Update Preview, we’re making the first build available for an early hands look at the work being done for the upcoming February Update. As part of this process, we’ll be updating the build often with additional fixes, so this is the thread to watch – this is where we’ll provide any notes or changes that are worth paying attention to, and we’ll update that information as newer builds come online. Keep an eye on this thread for more information throughout the Public Update Preview.

Below is a list of preliminary fixes we are prepping for this release. Please note that not all potential fixes/items are guaranteed to be in the final update, as we are still actively testing everything and may need to adjust or remove items if they are not ready. Additionally, this is not a holistic list, and some additional items may end up in our final release.

Quick reminders -

  • For common questions and answers, go here FAQ

  • To learn how to contact our Support team, go here Support How-To

  • As with all updates, certain Mods may no longer function as the underlying game code has changed. If you are experiencing issues please try disabling all Mods first to see if that addresses your issue as the Mod may need to be updated by the creator to work with the latest build

November Update – Build # 60710

New Features

  • Co-Op Historical Battles

  • Chinese - 8 New Cards

Stability & Performance

  • Improved the time taken to load into a game when the Record Game option is enabled. This is especially noticeable when playing an 8-player game.

  • Fixed a crash that would occasionally occur when hosting or joining a Multiplayer game lobby.

  • Fixed an issue where, if you accepted a game invite while choosing a file to host a Saved MP game from, the file dialog would remain open and the game would crash if you tried to close it.

  • Fixed a crash to desktop which happened if you minimized the splash screen.

  • Overhaul of UI and model asset loading for memory usage optimizations.

  • Fixed a crash that would occur when viewing the playback of a recorded game when it was set to loop.

Graphics

  • Fixed an issue with obscured unit alpha where, on some older hardware, it would not render correctly.

Audio

  • Fixed an issue that caused the civilization jingles to be cut short when the game starts.

  • Fixed an issue that caused the first track in the in-game music playlist to be skipped when starting a game.

UI

  • Fixed an issue where the “Saharan Routes - LOST” map could be chosen from the “All Maps” set despite not being able to play on the map when AI players are present.

  • Fixed an issue where the Skirmish screen would not remember the previous map that was played if it was a Custom Map.

  • Readability and formatting of text in Hindi has been significantly improved.

  • Fixed an issue where the Mini Deck UI could be open in the Home City shipments view, allowing an exploit where shipments could be sent twice.

  • The tooltip for a hosted multiplayer game now correctly shows the number of human players who have readied in the lobby.

  • The “News” dialog has been replaced by the new “Community” dialog which, along with news, contains links to external Age of Empires related resources.

  • Tidied up Game Settings panel in Single player and MP lobby.

  • Fixed panel size in the challenges menu where text was getting cut off.

  • Fixed two missing techs from Mexico Tech Tree.

  • Fixed Mexico Challenge 24 as some factories were missing.

  • Fixed typo in Frederick Compendium text.

  • Fixed incorrect image reference for Spanish Villagers for Campaign.

  • Fixed incorrect terminology for Coin Gathering in the resource panel of the HUD.

  • Removed Water Dance tech from Lakota techtree.

  • Fixed Native Embassy tech that was displayed in Age 2 instead of Age 1 for all civs.

  • Fixed missing keyboard navigation from multiplayer menus to clan page menu.

  • Fixed missing string reference for ‘Wonders’ in Asian techtrees.

  • Fixed missing Empire Wars entry for Ranked Game searching toolips.

  • Fixed incorrect spelling of Naphtha in Flamethrower compendium.

  • Fixed incorrect string referenced in compendium for Inca buildings such as: Stronghold, Kallanka and Kancha House.

  • Fixed incorrect image reference used in campaign tech tree of BIS ACT 2.

  • Added new string for Expanding Minimap button in HUD.

  • Fixed missing Hacienda tech building for Mexico Techtree.

  • Fixed incorrect Heavy Cannon to Great Bombard tech used in Ottoman techtree.

  • Fixed incorrect tech displayed at the wrong age for Indian techtree: Mansabdar Mahout, Mansabdar Howdah and Mansabdar Siege.

  • Fixed panel size for game summary panel.

  • New feature updated for the news panel with social and help buttons.

  • The “Saharan Routes - Lost” map is now included in the African filter in the map selection screen.

Mods

  • The Winter Wonderland mod has been updated so it is now marked as “safe for multiplayer”. This means that if you have the mod enabled you can still play

  • Multiplayer games against people who don’t have the mod enabled.

  • Custom maps now support map-specific data mods. This is done by including a .mods.xml file along with the custom map files. See the updated Winter Wonderland mod for an example.

  • Map mods can now be shared with other people from the Multiplayer lobby. If you host a lobby with a Custom map from a mod the clients will be asked to download the mod when Readying up if they don’t already have the mod enabled.

  • When an update for a mod is downloaded it will now be immediately installed instead of waiting until the next time the game is restarted, if the mod is currently not enabled.

GAMEPLAY & BALANCE

Gameplay

Fixes

  • Fixed an issue where Petards would immediately die without doing any damage to the enemy if you selected a new target to attack while in the middle of the attack animation.

  • Fixed whispers not being fully filtered for profanity.

Civilization Balance

GENERAL

TECHNOLOGIES

  • Quechuan Mountaineering: Infantry movement speed improvement reduced to +10% (from +20%)

UNITS & BUILDINGS

  • Granadero: Range reduced to 12 (from 14); cost increased to 150f (from 120); population increased to 2 (from 1) - Note: Granaderos can obtain +2 range from the Range Cavalry Caracole Arsenal upgrade

CHINESE

CIVILISATION:

  • Starting resources: Now begins with 2 Goats (up from 1)

  • **Consulate (German Relations):**Adjusted as follows

    • Food Trickle (I, 250e): Export cost reduced to 200 (from 250)

    • Coin Trickle (III, 250e): Trickle increased to 1.65 c/s (from 1.25)

  • Consulate (Russian Relations):

    • Passive Bonus: Now improves Villager train time and cost by 10% (previously justy train time)

    • Blockhouse (II, 250e): Now available in Age I; Export cost reduced to 200 (from 250); now properly trains all War Academy and Castle units (Flamethrowers and Hand Mortars were previously missing)

  • Consulate (French Relations):

    • Food Crates (II): Moved to Exploration Age, now ships 300 food (down from 500); Export cost reduced to 150 (from 300)

    • Wood Crates (II): No change

    • Coin Crates (II): Moved to Fortress Age, now ships 700 coin (up from 500); Export cost increased to 450 (from 300)

  • Temple of Heaven (Age-Up Wonder): The Villager Age-up reward theme has been reworked to a more general economic one

    • Age 1 → Age 2: 3 Villagers (no change)

    • Age 2 → Age 3: 1 Town Center Rickshaw (previously 6 Villagers)

    • Age 3 → Age 4: 3 Rice Paddy Rickshaws (previously 9 Villagers)

    • Age 4 → Age 5: 1200 Export (previously 11 Villagers)

The changes to the Temple of Heaven are intended to address a prevalent gameplay issue in the Treaty game mode where it was possible to get well above the 99 Villager limit which contributed towards the Chinese civilization’s economy being more productive than felt fair.

TECHNOLOGIES:

  • Exalted Steppe Rider (V): Attack and hitpoint improvement reduced to 40% (from 50%)

CARDS:

  • Unit Card: Added colors to all Chinese unit card icons for better recognizability

  • [NEW] Tea Export (I): “Ships 1 Consulate Rickshaw and 100 Export to spend. Also grants a steady trickle of Export permanently.”

  • [NEW] 1 Flying Crow (III): “Ships 1 Flying Crow.”

  • [NEW] Fire Dragon Manual (IV): “Ships 1 Flying Crow and 2 Honored Flamethrowers. Slightly improves their rate of fire.” (10%)

  • [NEW] Year of the Tiger (I): “For each 2 Disciples you have lost, a Pet White Tiger will be mustered to your homecity spawn point (up to a maximum of 12 units).”

  • [NEW] Year of the Dragon (III): “Each Town Center will muster 1 Flamethrower and each Village will muster 1 Monitor Lizard, to your homecity spawn point.”

  • [NEW] Koxinga (IV): “Ships 8 Iron Troops and significantly improves their ranged rate of fire.” (33.3%)

  • [NEW] 1 Flamethrower + 1 Castle Rickshaw (II): “Ships 1 Flamethrower and 1 Castle Rickshaw.”

  • 2 Flamethrowers (III): Updated to 2 Flamethrowers and 1 Castle Rickshaw

  • 4 Flamethrowers (IV): Updated to 4 Flamethrowers and 1 Castle Rickshaw

INCA

CIVILIZATION

  • Starting resources: Reduced food to 300 (from 400)

UNITS & BUILDINGS

  • Tambo: Fixed an issue preventing the Chasqui from garrisoning in them

  • Kancha: Now supports 15 population (down from 16)

  • Bolas Warrior: Cost increased to 75f 45c (from 65f 45c); damage against Infantry reduced to 0.5x (from 0.67x)

  • Chincha Raft: Build limit now increases by +6 in the Fortress and Industrial Ages (down from +8) - maximum build limit is 20

  • Chasqui: Can no longer pick up treasures by default

CARDS

  • Quipu Kamayuks (I): Now also enables Chasquis to pick up treasures

  • INF 6 Huaraca (III): May now only be sent once (previously infinite)

  • INF 7 Bolas Warriors (III): May now only be sent once (previously infinite)

  • Renegade Spanish (All): May now only be sent once (previously twice)

  • Schooners: No longer have access to this card

  • 10 Bolas Warriors (III): Reduced to 8

MEXICO

CIVILIZATION

  • Starting resources: Increased to 400f, 200w and 100c (from 300f, 200w and 100c)

  • Settler: Build limit increased to 85 (from 80)

UNITS & BUILDINGS

  • Salteador: Cost reduced to 60f 60c (from 70f 60c)

  • Hacienda: Build limit increased to 7 (from 6)

  • Bandido: Dynamite Demolition charged ability now inflicts 0.25x to Artillery and 0.5x to Hand Cavalry; Hand Shock Infantry adjusted accordingly

TECHNOLOGIES

  • Imperial Salteadores: Attack and hitpoint improvement reduced to 40% (from 50%)

  • Second Guarantee: Attack and Hitpoint improvement reduced to 15%; Soldado trainspeed reduction decreased to 30% (previously 40%)

CARDS

  • Observers (II): Now also improves Salteador movement speed by +5% (in addition to usual effects)

  • Machetes (II): Insurgente attack damage improvement increased to 15% (from 10%)

  • Dueling School (I): No longer available to Mexicans

  • Liberation March (III): Trainspeed improvements increased to 35% (from 30%)

  • Man of Destiny (IV): The Mexican General now takes twice as long to train Soldados compared to Military Buildings

  • Refurbished Firearms (IV): Grenade launcher attack used against units is now a charged action with an 18 second cooldown; now inflicts 0.5x to Artillery; minimum range removed

  • Reservistas (IV): Now also improves Insurgente trainspeed by 20% (in addition to usual effects)

  • Seven Laws (III): Moved to Commerce Age (from Fortress); effect tweaked to “All seven unique Mexican units and buildings grant 50% more XP when created, but only if you have created at least 1 of each this game” (previously required 1 of each to always be present on the map or the effect stopped working: Insurgente, Soldado, Salteador, Chinaco, Padre, Cathedral and Hacienda)

  • Tzotzil Uprising (Chiapas, II): Now ships 3 Maya Holcan Javelineers for each Hacienda (down from 4)

  • Maya Crops (Chiapas, II): Maya Crops crate now contains 300 food (down from 350)

  • Rancheros (I): Cuatrero spawn rate increased to 80 seconds (from 70)

  • Native Warriors (IV): Now available in the the Fortress Age (previously Industrial)

REVOLUTIONS

  • Central America: Revolution cost reduced to 350 food, wood and coin (from 400)

  • Baja California: Adjusted as follows

    • Revolution cost reduced to 350 food, wood and coin (from 400)

    • Fixed an issue preventing Huntables attracted to a Hacienda after sending the ‘Baja California Territory’ card (R) from improving the production speed of units (such as Cows, Cuatreros, etc)

  • Yucatan: Return to Mexico cost reduced to 2500 food, wood and coin (from 3000)

  • Rio Grande: Adjusted as follows

    • Return to Mexico cost reduced to 2500 food, wood and coin (from 3000)

    • Fixed an issue with Factories where the Heavy Artillery tactic would not spawn any units

  • California: Adjusted as follows

    • ‘Lancers of California’ card (R) now allows Imperial Cavalry upgrades to be researched for free (previously costed 1500w 1500c)

    • Fixed an issue with the California Robber Barons card (R) preventing it from being sent if at the Factory build limit

    • Fixed a bug where California Haciendas card did not increase Hacienda build limit as indicated by the tooltip

    • Fixed an issue preventing 1600 Coin card from being affected by the ‘PĂĄnuco Waterway’ card (Tampico, IV)

  • Texas: The ‘Texas Navy’ card (R) now properly makes ‘Imperial’ naval upgrades free

  • Maya: Adjusted as follows:

    • British Weapons Trade (R): Now also improves Light Cannon hitpoints by +70% cannons (previously didn’t) - note: this change means that Light Cannons must now be shot twice by a Culverin to be destroyed

    • Maya Holcan Javelineer: Build limit corrected to 10 (from 7)

UNITED STATES

UNITS & BUILDINGS

  • Cowboy: Cost increased to 140c (from 130); Bulls Eye Charged Ability range reduced to 16 (from 18) and cooldown increased to 40 seconds (from 30)

Random Maps

Overview:

1 New African Map

  • Lake Victoria: Fight for control of one of Africa’s great lakes!

  • Description: Lake Victoria, which lies between the Swahili Coast and the Congo Basin, is one of Africa’s great lakes. Although this region is resource-rich, huntable animals are limited. Choose between fighting for control of the lake as a source of food later on or trying to end the match early before the huntable animals run out. If you choose to fight for control of the lake, be warned - your home city will not be able to deliver naval support shipments this far inland.

  • Settlements: Somali, Sufi

  • Outlaws: Desert Warrior, Desert Archer

Map Set Updates:

  • Standard Maps Set:

    • Added Lake Victoria

    • Removed Painted Desert

    • Removed Sonora

  • Team Maps Set:

    • Added Great Rift

    • Added Lake Victoria

    • Added Ozarks

    • Removed Cascade Range

    • Removed Dunes

    • Removed Highlands

    • Removed Pampas Sierras

  • Treaty Maps Set:

    • Added Bahia

    • Added Guianas

    • Added Ozarks

    • Added Texas

Map Changes

  • General:

    • Several types of Asian trees now correctly contain 300 wood (up from 150 wood) for consistency. This change affects several Asian maps. Standard trees now all contain 300 wood while the large trees (i.e. Baobabs) contain 600 wood.
  • Atlas:

    • Treaty specific changes including but not limited to

      • Players spawn closer tot he edge of the map to have better access to the trees behind their base.

      • Trade routes now spawn outside the base, but the trade post sockets are still within the treaty build radius.

  • Bahia:

    • Fixed an issue where units could walk into the Blackmap and hide.

    • Treaty specific changes including but not limited to

      • Adjust the position of the native settlements to ensure they’re available during the treaty but also safer during fighting.

      • Adjusted player positions so that players can “close” the map with their walls.

      • Added extra starting resources.

  • California:

    • Changed some silver mines to gold mines to more closely resemble the legacy map.
  • Dakota:

    • mproved mine spawn consistency.
  • Darfur:

    • Treaty specific changes including but not limited to:

      • Fixed issues with some trade post sockets and/or native settlements not being within the treaty radius as intended.

      • Added additional starting resources and trees.

  • Deccan:

    • Treaty specific changes including but not limited to:

      • More consistent plateau ramps and cliff faces that don’t interfere with base-building.

      • Removed the tech treasures (such a decreased infantry cost or increased infantry HP).

      • Each team will always be able to build a trade post on a trade route and at a native settlement during the treaty period.

      • Adjusted the native settlements so that the same natives spawn on each side of the map.

      • Added a second pair of native settlements and remove one of the trade routes in team games.

      • Adjusted starting Town Center positions for more consistent starting conditions.

      • Added extra starting resources.

  • Fertile Crescent:

    • Improved hunt and mine spawn consistency.
  • Great Lakes:

    • Fixed an issue that could cause town centers not to spawn.
  • Great Rift:

    • Adjusted cliff openings for more consistent spawns.

    • Adjust the position of team treasures.

  • Guianas:

    • Treaty specific changes including but not limited to:

      • The cliffs behind team bases have been removed to allow for more space to build.

      • Removed one trade route and placed the natives to that side.

      • Removed or repositioned some of the middle cliffs to create more natural lanes for fighting.

      • Both teams will have access to the same minor native civilization during the treaty period as well as one trade post socket along the trade route.

  • Hispaniola:

    • Updated the map for improved spawn consistency and improved resource distribution.
  • Himalayas:

    • Adjusted how hunts spawn in 1v1 games so that players have one additional intermediate hunt that can be herded toward their Town Center.
  • Honshu - Regicide:

    • Corrected an issue that could result in a player’s starting walls not to spawn.
  • Horn:

    • Adjusted cliff openings to no longer spawn directly in-line with Town Centers.
  • Ivory Coast:

    • Adjusted cliff openings for more consistent spawns.
  • Mongolia:

    • Reworked to be more conducive for games with more than 2 teams.
  • Orinoco:

    • Treaty specific changes including but not limited to:

      • The perimeter trees are less obtrusive, taking up less of your buildable space.

      • One native settlement per team is within the buildable treaty radius.

      • Players now spawn slightly farther from the edge and spread out more. However, players will still be able to close their bases with the map edge and/or river bank.

  • Ozarks:

    • Adjusted how resources and treasures spawn for more balanced spawns.

    • Treaty specific changes including but not limited to:

      • Added additional native settlements for each team.

      • Added additional starting resources.

  • Panama:

    • Fixed an issue that could cause the trade travois not to spawn.
  • Rockies:
    [list

  • Adjusted cliff openings for more consistent spawns.

  • Savanna:

    • Treaty specific changes including but not limited to

      • Each team gets a trade post during the treaty period, however the trade route no longer interferes with walls.

      • Players spread out more in team games and moved from the map edge to allow more space to build.

      • The Baobab trees have been adjusted to allow for better pathing during fights and enough space to properly build a forward base.

      • Added additional starting resources.

      • One native settlement is within the treaty radius in team games and both natives are within range in 1v1s.

      • Added cliffs in 1v1 matches to create a more defined fighting lane.

  • Siwa Oasis:

    • Reduced the size by about 12% in supremacy games.

    • Treaty specific changes including but not limited to

      • Trees around the central oasis are denser.

      • Trees around the side oases have been removed, allowing players to wall to the edge of the map.

      • Teammates spawn farther apart, allowing for more space to build during the treaty period and allowing the pocket player(s) on each team better access to natural resources.

  • Sonora:

    • Fixed an issue that could cause the trade travois not to spawn.

    • Adjusted how cliffs spawn so they are farther apart and slightly smaller in size.

    • Fixed an issue that could cause some hunts not to spawn when generating too near to trade post sockets.

  • Texas:

    • Treaty specific changes including but not limited to

      • Trade routes now spawn outside the base, but the trade post sockets are still within the treaty build radius.

      • Added additional starting resources.

      • Each team has access to one native settlement during the treaty period.

  • Trans-Saharan Routes:

    • Fixed an issue causing the map to scale disproportionately large in team games.
  • Unknown:

    • Improved spawn consistency of starting resources in team games.

    • Improved spawn consistency of spawns with lakes or ponds in the middle.

    • Added team treasures and adjusted he treasure sets used by some the different biomes.

    • Forest density and overall tree count increased for treaty games.

    • Fixed an issue where some native settlements couldn’t be allied with.

    • Fixed an issue where some bonus wagons weren’t useable for all civilizations.

    • Fixed an issue where the trade route would spawn closer to one team than the other.

  • Yucatan:

    • Fixed an issue that could result in mines spawning atop inaccessible cliffs.
16 Likes
  • Great changes to Inca.
  • Great much-needed changes to Cowboys and Cuatreros, surprised gatling guns didn’t get a small nerf (like a +25c cost)
  • Very surprised to not see a minor buff to Ottomans and a minor nerf to Indians, Brits, Japan, and Lakota.
  • China changes seem a little too over the top. While many agree that they were a hit or a miss depending on the map and MU, now their “hit” will be even more insane while every other aspect of their game will be considerably more forgiving. Could do without the extra goat for starters.
3 Likes

Finally

I do think it is a better idea to make this unit a more generally viable normal unit, not a very cost-ineffective one in the early game but then gained ridiculous strength but also takes very long time to train in the late game.

This is basically the kind of mercenary cards that every civ should get one or two. Like, highlander card with some buff for British, zouave card with some buff for French, black rider card with some buff for Germans:

2 Likes

Soldado now has a charged attack​:partying_face: and are trained slower from explorer :partying_face:, but +5 vills and an Hacienda??

Maybe the temple of heaven nerf is too much, they could just remove the age 5 vills. Im against that age ups give a different thing each time (1 of the reasons I dont play inca, too confusing)

Sttepe riders nerfed? Why?

Nice job for deccan, but Im not dure about removing natives from the middle and a route. Too empty now.

Russian consulate buff was needed?? 2 effects, really?? while indians get nerfed the Otto one.

1 Like

I think the buffs to China are too exaggerated, at the moment, I can only say that the effect of the Russian consulate is simply broken.

10 Likes

Looks like they fully alphabetized the home cities

New Chinese explorer skins too

10 Likes

Yeah and with the consulate card it seems like a very strong and fast opening.

3 Likes

Lets go coop scenario ! !

1 Like

No nerfs to Brits or Lakota? :’(
Disappointing.

4 Likes

I’m not surprised, you’ve always been against any tweaks regarding China.

I say we wait for the patch to drop first and then see if it needs changes


Why has schooners been removed from the inca? Certainly wasn’t needed, the other changes are fine and I agree with them but removing schooners seems weird.

1 Like

sad they didn’t nerf huaracas :frowning: but the inca ff its nerfed atleast thx god but THIS CIV STILL TOO STRONG EVEN WITH THESE NERF BECAUSE HUARACAS ARE TOO STRONG AND FORT GARRISONING 50 UNIT IS WAY TOO STRONG DEV ( LIMIT THE GARRISONING FOR THE FORT AT 10 OR 15 NO MORE xD )

chinese change seems ok just the 2 goats is not necessarly tbh ( i guess its for prevent the consulate age 1 card and not to be so slow age 1 ) the consulate age 1 with export seems good which can open some good BO but its maybe too strong dev ( i explain why : the consulate save you 200 w from the 700w age 2 which instead of consulate you go for village which is insane, and the exportation give you 6 redcoat early and then allow you to defend your ff with 6 redcoat and its too strong aswell ) and the 1 Flamethrower + 1 Castle Rickshaw (II) is interesting aswell, just afraid about the power of china let’s see

not sure about reducing cost to revo for mexico tho but reducing cost for salteador is good tbh

Finally cowboys nerf thx xD

PS : * Consulate (French Relations):

  • Food Crates (II): Moved to Exploration Age, now ships 300 food (down from 500); Export cost reduced to 150 (from 300)
  • Wood Crates (II): No change
  • Coin Crates (II): Moved to Fortress Age, now ships 700 coin (up from 500); Export cost increased to 450 (from 300)

Thats change affect india aswell ?

4 Likes

Not crazy I wait 1 or 2 months of pure Chinese lammers, when I can try to do something now, it was the same with Incas, I went out of my way saying that the rework to Incas was out of all logic and only reduced the initial crates and the initial llamas, otherwise we would have had a much worse Inca version.

PD: Reduce the huaraca’s range attack to 20 and give it a x2 multiplier vs artillery, and everyone’s happy.

5 Likes

Sorry but what is splash screen?

Oh god, finally

First I would really really like to thank the devs for paying this kind of attention to China, it has been a long time coming and the new concepts introduced are awesome, will make them on pair with other strong but not OP civs, and some are even inspired by this forum. Thank you for listening, despite China not having the same amount of followers as other civs.

And yeah I remember what you are referring to, I think there are a few differences in this case.

  1. China before buffs is weaker than Inca before buffs, so the difference from strong to overpowered was more likely to happen then.

  2. China is an unpopular and weird civ that a lot of people prefer to stay away from. I predict that few will learn their strange playstyle just to lame, so they won’t be all over the ladder. If some people decide to try it out more now, I think that the expansion on the meta is more than welcomed for China.

  3. Expect them to perform better than what you are used to, but try to remember that that doesn’t mean they’re overpowered. I trust the devs to keep a close eye on the numbers.

  4. If they turn out to be OP, adjust carefully without killing the new innovative elements added to them.

yeah that russian consulate looks pretty strong for a boom now, reminds me of the aoe 4 tang dynasty bonus almost.

on the other hand though, the French consulate looks dogshit now and the china treaty game is significantly nerfed with the steppe rider nerf and the temple of heaven nerf

edit: the thing im watching out for is that iron troops buff, depending on the increased rate of fire they might be outright OP since you can train them guaranteed

4 Likes

This can be fixed by putting these treasures near player bases from the start. Similar to how some treasures from Africa grant a passive income from some resource that is close to the player’s base. It could appear on the back of the base.

1 Like

Exactly. Now that I’m thinking about it, just keeping the second goat is more than enough of a buff and can be eaten late early game for a big boost that otherwise wasn’t there.

Buffing the consulates on top of that, especially the Russian one, is going way too far. They should listen to us since it’s still in the preview stages - it’s going to be way too OP and feels more like a civ overhaul.

3 Likes