Ornlu's 45 ideas to balance all 45 civs

My version of balance list:

Necessary

Not all 45 civs but some of them.

Armenians

  • Have access to Paladins.
  • Receive Siege Engineers and Siege Rams.
  • Remove additional projectiles of ships.
  • The bonus Relic should not affect the Relic Victory.

Bohemians

  • Remove Siege Engineers, and Elite Hussite Wagons get +1 range in exchange.
    Or, make Bombard Cannons and Houfnices unaffected by Wagenburg Tactics.
  • (Elite) Cannon Galleons are unaffected by Wagenburg Tactics.
  • Either free gold mining upgrades or free stone mining upgrades, not both.

Bulgarians

  • Receive Ring Archer Armor.
  • University technologies do not cost wood.

Burgundians

  • Lose the gunpowder attack bonus.
  • Replace the Flemish Revolution with “Culverins”: gunpowder units gain +25% attack.
  • After the Imperial Age is researched, a “REVOLT!” button is available at the same place in TCs. It has a cost based on the number of villagers, enables Flemish Militia at TCs, turns all villagers into Flemish Militias like what the Revolution currently does, and additionally increases the work efficiency of TCs. This button can be disabled in the room settings.

Burmese

  • Revealing Relics is a civ bonus instead of a team bonus.
  • New team bonus, like Knights and Battle Elephants +2 attack against standard buildings.

Chinese

  • Lose Heavy Camel Riders.
  • Start games with 1 free goat if losing the extra LoS of TCs.

Cumans

  • Cuman Mercenaries now makes the free Kipchaks garrisoned in Castles rather than waiting for training.
  • Cuman Mercenaries also gives Cavalry Archers +1 range. (Not for allies.)

Dravidians

  • Receive 10 wood for every villager instead of fixed 200 wood whenever a new Age is reached.
  • Lose the wood discount for siege weapons.
  • Receive Elite Battle Elephant and Husbandry.

Huns

  • Hunnic Horse shouldn’t be able to convert livestock.

Khmer

  • Lose Siege Engineers, and Elite Ballista Elephants get +1 range in exchange.
  • Elephants move +10%/+20% faster in the Castle/Imperial Age instead of fixed +10%.

Mongols

  • The extra HP bonus for Scout Cavalry and Steppe Lancers is from the Imperial Age.

Portuguese

  • Monastery units do not cost -20% gold.

Romans

  • Free Elite Skirmisher upgrade.

Sicilians

  • Farm upgrades not only provide additional food but also affects existing Farms.
  • Mounted units receive 33% less bonus damage, while foot units receive 50% less bonus damage.
  • Hauberk costs 600 food and 500 gold, reduced from 700 food and 600 gold.

Vikings

  • Swap the two UTs and reduce the cost of Bogsveigar.
  • Have access to Siege Onagers.

Personal preferences

Unnecessary changes or lower priority changes, AFTER the necessary changes.

It's a long list!

General

Quoted from Add something new to the current tech tree.

TCs

  • The Town Watch-line upgrades cost only food.
  • Town Patrol can also provide TCs +1 attack
  • “Town Defense” is introduced in the Imperial Age, requires Town Patrol, and provides TCs +2 attack (or more).

Barracks

  • “Military Drums” is introduced in the Feudal Age, providing infantry units +10% speed at a cost of about 100 food.
  • Squires requires Military Drums, and only provides the Militia-line units +10% speed at a cost of about 100 food and 50 gold.
  • “Fencing School” (or “Swordsmanship School”) is introduced in the Imperial Age, providing the Militia-line units +1 attack, and allowing the Militia-line upgrades to be researched almost instantly.

Stables

  • “Saddletrees” is introduced in the Feudal Age, providing mounted units +10 HP at a cost of about 75 food and 25 gold.
  • Bloodlines is moved to the Castle Age, requires Saddletrees, only provides mounted units +10 HP, and gets cheaper by about 75 food and 25 gold.
  • “Jousting” is introduced in the Imperial Age, requires the Paladin upgrade, and provides Paladins +20 HP at a cost of about 300 food and 100 gold.
  • The base HP of Paladins is adjusted to 140 by default, and the Paladin upgrade can get cheaper by about 300 food and 100 gold.
  • “Mahouts” is introduced in the Imperial Age, requires Husbandry, and provides Elephant units (or only Battle Elephants) gain +10% speed or more.

University

  • “Catapults” is introduced in the Imperial Age, allows the Mangonel-line units and Trebuchets to destroy trees and berry bushes with the splash damage for every civ at a cheap cost of about 100 food and 100 wood.
  • Dromons require Catapults for access.
  • Siege Engineers requires Catapults, and costs cheaper by about 100 food and 100 wood.

Archery Ranges

  • “Shooting Targets” is introduced in the Feudal Age, simply providing 100% accuracy almost instantly for every civ at a very cheap cost of 50 wood.
  • Thumb Ring requires Shooting Targets, only provides faster firing instead, and gets cheaper by 50 wood.
  • “Javelins” is introduced in the Feudal Age, unlocking the bonus attacks of skirmisher units against spearman units.

Blacksmith

  • The Fletching-line upgrades don’t affect ships.

Dock

  • The Careening and Dry Dock get cheaper and only provide +5 and +10 capacity respectively instead.
  • “Bulkhead Compartment” is introduced in the Castle Age, providing ships +1 pierce armor.
  • “Compass” is introduced in the Imperial Age, providing ships +15% speed.
  • “Naval Archery” → “Springald Crew” (or “Oared Vessel Tactics”) → “Gunports” (or “Sailing Ship Tactics”) line is introduced to provide ranged ships upgrades for the range and attack.

Aztecs

  • Jaguar Warriors cost +5 food, and have speed as fast as Eagle Warriors.
  • Have “Butterfly Warrior” a unique upgrade replacing the Longsword, and the elite replacing the Two-Handed Sword and Champion.

Armenians

  • Receive not only Paladins but also Plate Barding Armor.
  • Receive not only Siege Engineers and Siege Rams but also Siege Onagers.
  • Use Lumber and Mining Camps rather than Mule Carts, with still +40% effects of the techs there.
  • Lose the earlier accessible infantry bonus in exchange for cavalry taking less population space.
  • Replace Cilician Fleet with “Cilician Engineers”: Scorpions and War Galleys +1 range; Mangonels and Dromons have additional projectiles.
  • Receive Shipwright if Cilician Engineers won’t give War Galleys additional range.
  • Fereters give cavalry good regeneration instead of +30 HP to infantry.

Georgians

  • Have access to fully upgraded Heavy Cavalry Archers and Warrior Priests.
  • Lose the cavalry regeneration bonus in exchange for Monks restore faith faster.
  • Aznauri provides +30 HP to Militia-line units and Warrior Priests instead.
  • Have the Svan Tower become a unique upgrade replacing the Keep upgrade.
  • A new Castle Age UT, like “Eristavi”, maybe to give their Knights a bonus against cavalry as long as they have no camels.

Dravidians

  • Not only have Barrack technologies -50% cheaper but also one of the below:
    • Allow the Man-at-Arm/Longsword/Two-Handed Sword upgrades to be researched one age earlier.
      (Brought from the current Armenians. Stronger but only benefit the Militia-line.)
    • Have the Forging-line upgrades double the effects.
      (Lose Blast Furnace. Weaker but benefit other units.)
  • Remove Medical Corps, while the elephant regeneration becomes a civ bonus.
  • New Castle age UT “Kaikola Corps”: Battle Elephants and siege weapons cost -40% gold.
  • Urumi Swordsman rework:
    • The charging bar can also be used to dodge projectiles.
    • Still deals a blast damage but no increased attack when attacking with fully charged.
    • The basic speed and attack may be increased.

Bengalis

  • Elephant units now only receive 25% less bonus damage.
  • Mahayana also make trade units and fishing ships take up -10% population space, and also gives elephants resistance to conversion.
  • Receive Thumb Ring, but lose Arbalesters.
  • The effect of Paiks is changed to have Battle Elephants and melee Ratha attack +20%.
  • Lose the bonus that Cavalry units +2 attack vs Skirmishers, while melee Ratha have +2 attack vs Skirmishers in its basis stats.

Burmese, Khmer & Malay

  • Replace Cavalry Archers with Elephant Archers. No Elite upgrade for Malay.
  • For Burmese, not only Battle Elephants but also Elephant Archers have +1/+1 armor and affected by Howdah.
  • For Khmer, not only Battle Elephants but also Elephant Archers move faster.
  • For Malay, not only Battle Elephants but also Elephant Archers have the discount.

Malay

  • Receive Arrowslits.
  • Upgrade Docks to Harbors when Arrowslits is researched.
  • Replace Thalassocracy with “Datuks”: TCs and Harbors have +2 attack; Knights have +4 attack.
  • As long as they represent the Javanese, perhaps they can also have access to the Thirisadai.

Britons

  • Replace Crossbowmen and Arbalesters with Longbowmen and Elite Longbowmen, and adjust their stats for their new position.
  • Remove the range bonus. The extra range should be part of the basis range of Longbowmen, so it’s 6 for Longbowmen and 7 for Elite Longbowmen.
  • The effect of Yeomen is changed to provide +2 range to Longbowmen and Towers.
  • New UU “Billman”, a kind of anti-cavalry infantry, in Castles.

Celts

  • Lose the additional infantry speed bonus in exchange for Squires; The Military Drums-line upgrades provide +50% effect, and Military Drums might be free.
  • Stronghold also make TCs fire faster, not only Castles and Towers.
  • Stronghold no longer gives Castles a square healing area but villagers can drop resources at Towers and Castles.
  • Maybe the civ could be renamed to “Gaels”:
    • The Woad Raider could be renamed and reskinned to “Kern” who raids with its speed.
    • The Champion could be replaced with “Gallowglass” as a unique upgrade who can be relied upon as a strong defense for holding a position like how they fought in history, e.g. having a mode can allow it to slows down in exchange for the higher armors, or having an ability to build towers.
    • Maybe Furor Celtica can be renamed to “Great Warpipes” since warriors were rallied into battle and were encouraged each other to deeds of valor by blowing warpipes?

Goths

  • Receive Plate Barding Armor, and lose Cavaliers.
  • Receive basic Stone Walls, and lose Architecture and even Masonry.
  • Receive Redemption, and lose Bombard Cannons.

Huns

  • Receive the Steppe Lancer line.

Italians

  • Rename Silk Road, to maybe “Merchant Republics”, or “Lombard Banking”.
  • Merchant Republics also spawn 1 “Merchant” who takes no population and generates gold as if it was a humanoid Relic.
  • Merchant Republics now has its effects for the entire team.
  • Have “Galleass” a unique upgrade replacing the Galleon or (Elite) Cannon Galleon.

Japanese

  • Lose Husbandry.
  • Receive Bombard Cannons.
  • Replace Kataparuto with “Bushido”: Samurais receive -3 damage from ranged UUs; and Samurais, Cavalry Archers and Knights have +10% speed and get Heresy effect.
  • Rename Yasama, to maybe “Yagura”, in order to avoid being confused with Arrowslits in the Japanese localization.
  • Yagura may also give additional arrows to Castles.

Koreans

  • Lose Hussars in exchange for Blast Furnace and Plate Barding Armor.
  • War Wagon rework.
    • Renamed to “Hwacha Wagon”.
    • The armor class changed to cavalry + siege unit.
    • The projectiles changed from 1 bolt to 4 arrows. The main arrow has 3 attack, and the additional arrow has 2 attack, so the total is still 9.
    • The range changed to 6.
    • Affected by Shinkichon too.
  • The effect of Eupseong is changed to give defensive buildings +2 attack.

Mongols

  • Nomads affects all buildings, so the population space won’t be reduced when a TC or a Castle destroyed.
  • Nomads also make Packed TC Wagon trainable at Castles.

Portuguese

  • Have access to Missionaries.
  • Caravel rework:
    • Fire cannonballs rather than bolts, but still in a straight line and with same prajectile speed.
    • The cannonballs won’t deal damage in the line, but deal blast damage with a radius.
  • Replace Organ Guns with something having similar gameplays, like “Swivel Gun”.
    • Seige unit, or infantry + Seige unit.
    • Look like the Cannoneer in AoE3, using a swivel gun instead and firing grapeshots.
  • Rename Carrack to something focusing on their explorations and adventures oversea, like “Age of Exploration” for example.
  • Age of Exploration also has effects for the land, for example, allows Feitoria to be built in the Castle Age (but generate less at the time) and allows Feitoria to train Swivel Guns and maybe fire bullets for defense.

Saracens

  • Bimaristan also gives Monasteries a square healing area.

Sicilians

  • Donjons can be built but cannot fire in the Dark Age, and Barracks cost -50%; Spearmen is untrainable at Donjons.
  • First Crusade is changed to simply make this Castle spawn 20 Serjeants and allow Serjeants to build Donjons in a shorter time than villagers do.
  • Petards (and maybe Siege Towers and Rams) can be trained at Donjons.
  • A really personal idea that may not be popular:
    • Serjeants replace Militia-line units in Barracks, and “Vavasours” replace Serjeants in Castles.
      The Vavasour is infantry or cavalry, can build Donjons too and inspire nearby Serjeants like how Centurions work.

Spanish

  • Receive Crossbowmen, and lose Thumb Ring.
  • Cannonballs for Cannon Galleons are no longer faster, but free Elite Cannon Galleon upgrade.

Teutons

  • Farms cost -33% instead of -40%.
  • Have “Landsknecht” a unique upgrade replacing the Two-Handed Swordsman and Champion.

Vikings

  • Maybe rename Chieftains to “Heathen Army” for reflecting the looting capability better.
  • Have “Shieldman”, or “Ulfhedinn”, “Jofurr”, a unique upgrades replacing the Longsword, and the elite replacing the Two-Handed Sword and Champion.
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