General changes:
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Chemistry - Ranged units get +1 attack, Gunpowder units get +2 attack.
(Idea behind this is to rework gunpowder unique units to scale better in imp but not be overpowered in the earlier stages of the game making it impossible to defend against them) -
Base attack of hand canoneer reduced to 15. (Adjustment for the chemistry change)
Bombard canon bonus vs siege reduced from 20 to 18. -
Elite Battle Elephant blast damage increased from 25% to 35%, elephant class armor increased from 0 to 5. (The 60 bonus damage for halbs against elephants was given wrt Persian elephants originally. Those units have 600 hp. This change will increase the number of hits needed to kill an elephant from 5 to 6, Vietnamese will stay at 7)
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Elephant archer (elite) base attack increased from 6(7) â 7(8). Range of elites 4 â 5 CA class armor changed from -4 to -3 for elites.
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Militia line bonus damage vs buildings 0, 2, 3, 4, 4 â 1, 3, 4, 5, 5 (Increasing by 1 at each level to make them get more value before archers drive them away). Additional +2 from maa onwards against walls and gates armor class.
Civs:
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Aztecs - Carry capacity bonus changes from +3 â +3 in dark and feudal, +4 from castle age onwards.
Castle age monk techs give +3 hp, imp techs give +5 hp to monks. -
Bengalis - Melee cavalry +2 attack vs skirms â Melee rathas and light cavalry +1 attack in feudal age, additional +1 in castle age (+2 total).
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Bohemians - hussite wagon (elite) base attack reduced by 1 (still +1 compared to now after chemistry), elite hussite wagon protection radius increased by 1.
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Britons - Yeomen cost reduced from 750 wood, 450 gold â 400 wood, 300 gold. Effect changed to just Longbowmen get +2 range and towers get +2 attack. Civ bonus changed to +1 range from castle age for foot archers. (no more additional +1 in imp)
Longbowmen training time 18 seconds â 16 seconds
(Idea here is to make longbow transition stronger) -
Burmese - Arambai wood cost reduced from 75w â 70w
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Burgundians - Flemish rev - Unlocks flemish militia. Existing infantry units of the player take 30% less pop space.
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Bulgarians - Blacksmith and siege workshop technologies cost -50% food â Military technologies except unit line upgrades cost -50% food. (siege upgrades become expensive again but bloodlines, husbandry, thumb ring, squires, parthian tactics etc become cheaper)
New bonus: each infantry and cavalry unit reduces tower cost by 3 and 2 stone respectively (max 30), kreposts by 5 and 3 stone respectively (max 50)
Konnik base reload time decreased from 2.4 â 2.1
Stirrups: Cavalry attack 33% faster â Stable units attack 20% faster, Konniks 30%
(Reload of hussar, cavalier increases from 1.43 to 1.52, that of konnik decreases from 1.8 to 1.62) -
Chinese - Lose Heavy camel upgrade (To reduce their versatility given their early game is now solid at most elo levels. )
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Celts - Siege fire 20% faster in castle age, 25% in imp (from 25% flat currently). Infantry move 20% faster (up from 15%), woad raider food cost 65f â 55f
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Franks - +1 range for axemen and elite. Elite axemen frame delay reduced from 0.82 â 0.7 Gambesons removed. New UT: Infantry units within castle range takes 2 less damage from ranged units (not siege). Cost 350 food, 300 gold
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Georgians - start with a free mule cart but -50wood. Non-elite monaspa get extra attack for every 10th unit instead of 8
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Incas - Food discount limited to infantry and slingers
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Italians - Archery range techs also cost -33%
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Malay - Scale mail armor free, rest cost -50%
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Mayans - Archer discount dropped to 10/15/20 from 10/20/30. Base cost of plumed reduced to 53w, 53g to adjust for it. El Dorado: Eagles +40 hp â Eagles +40% hp (84 instead of 100)
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Mongols - Hunt bonus diminishes with the amount of food collected from hunt. Approx 22% average for standard amount of hunt.
(Details for those interested: Increase in work rate function: 40. 2^(-x/500) where x is amount of food collected from hunt thus far. Hunt rate drops to 20% after a boar and 2 deer, almost 10% when hunt ends in Arabia. Beyond 1000 food, the hunters work just less than 10% faster than generic. This is to reduce the power level when Mongol player lames or gets too much extra hunt from the map)
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Poles - Folwarks instantly give 15 food in dark, 20 food in feudal, 25 food castle age onwards. Every farm upgrade increases this by an additional 5 food. Crop rotation removed from civ.
(Comparison: OG Poles 18/25/38/55 food, current 14/20/30/44, post this change 20 in feudal without horse collar but 25 with it, 30 in castle age with just horse collar but 35 with heavy plow. But 35 is the maximum. No more in imp. Theyâll now have the flexibility to skip horse collar and get the current instant food in feudal or do it and get as much as OG. Same goes for castle age. But in imp, theyâll get much lower than now. Buffs their early and mid games but nerfs their late game winged hussar spam quite a bit)
Obuch gold cost 20g â 30g
Szlacha Privileges - Knights and Obuchs cost -33% gold (Obuch cost restored, Knights will cost 20 gold more than now)
(Idea is improving the early game but fixing what was actually broken back then. ) -
Portugese - Berry trickle reduced from 1 wood per 3 food to 1 wood per 4 food. Monks not covered by gold discount. Organ guns -1 base attack for both elites and non-elites, +1 bonus vs infantry and skirms. After chemistry, they will actually have 1 attack more than their current. But castle age version is more vulnerable to knights.
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Romans - Squires free.
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Spanish - Gold per tech 20 in dark, 30 in feudal, 40 castle age onwards. Conquistador cost changed from 60f, 70g â 75f, 60g. Base attack (elite) reduced from 16(18) â 13(17). (Conqs will end up having 15(19) after chemistry. Idea is to improve Spanish eco, make conqs scale better and longer in imp but harder to produce with lower effectiveness early on. Change specially intended for Nomadic maps)
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Sicilians - Farms produce 100% more food. Crop rotation removed. Donjon armor 1/7, 2/8, 3/9 to 2/8, 3/8, 3/9. +1 building armor. bonus attack vs stone defense +5 to +6. (Takes 9 damage from villagers instead of 11 taken by watch towers, does 1 more damage per projectile to opponent towers)
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Vikings - Berserk food cost reduced 65 â 55
Apologies for the big post but thank you for your time. Please do comment your thoughts and suggestions.
EDIT: Did some recommended changes to militia line, bombard canons and to Chinese, Mayans, Bulgarians, Burgundians and Georgians. Added new UT for Franks with some additional changes. Thanks for the feedback to all thus far.
EDIT2- Changed the Mongol hunt to last forever but decay close to zero after a large amount of food from hunt is collected.
EDIT3 - Removed Mangudai cost nerf, Reduced the celt siege nerf, made woad raiders cheaper