Not a very good set of changes. Except a few like Bulgarians most of them don’t make any sense. He wants to buff strong and legacy civs, nerf post 2000s civs. Wants to nerf civs which are niche for certain maps such that they’re not the best even in such maps. And once again the fake hype around cheesy phosphorus builds and a poor analysis of most of the civs. He thinks civs like Poles, Goths are very good, Japanese, Bengalis, Magyars and Gurjaras are overpowered wants to nerf them a lot, Franks, Huns, Mayans are very weak and wants to buff them, that’s just crazy. Some changes like 5 hp on Gbetos, 55 wood on Kamadaran crossbows, Elite Turtle ship buff are nearly zero impact changes, don’t think anyone would ever get elite turtle upgrade and gbeto will still be the same even with 5 less hp, 5 wood in post imp doesn’t matter much. If you want to nerf civs weak on land maps and niche for certain category where they are powerful, it has to be accompanied with appropriate buffs for commonly played settings. Sincerely hope he’s not a part of the balance discord and most of his ideas get ignored.
In my opinion, some general changes are required to fix infantry, elephants and towers usability. The balance between complete walls and hit castle age vs stay longer in feudal should shift a bit more in favor of longer feudal age. That should fix plenty of civ imbalance.
So my changes would be first making Infantry, towers, elephants viable. Monks a bit more balanced. Small changes to other meta units.
Scout line and eagle line added to a new common scout armor class. +4 min and max conversion time, +3 conversion level (13% probability instead of 38%), an additional +4 bonus vs monks on top of whatever they get today.
Militia line: +1 bonus damage vs economic units, +1 extra bonus damage vs buildings, +2/3/4/5/7 (from militia to champion) vs walls and gates armor class, +2 vs stone defense armor class. Takes -1 damage from units with scout armor class. -20% food cost on all of their upgrades and -5 seconds on the upgrade times.
Towers: +1/+2/+3 bonus damage vs economic units. +2 stone defense armor (reduces damage dealt by villagers by 2 and increase the damage done to villagers by 2). Can be upgraded from the building itself. Get 0 bonus damage against building armor class and walls & gates armor class, you’ll see below why.
Palisade walls: -3, -2, -1 walls and gates armor in dark, feudal and castle ages (extra damage taken from towers, militia line)
Houses: -2, -1 building class armor in dark and feudal ages.
Monks: Per interval conversion probability lowered to 30% (from 38%). Restores the probability of conversion under 6 seconds, 7 seconds and 8 seconds closer to pre-Devotion times. New tech introduced which is available to all civs that lets monks convert elephant units. Costs 150 food 50 gold takes 30 seconds.
Battle Elephants: +4, (+8 for elite) elephant class armor. All except Malay elephants will need an extra hit from halberdiers to be killed. Elite upgrade cost lowered to 900 food 600 gold.
Heated shot: Towers do +125% damage to ships, +50% to mounted units. (+3 vs castle age mounted units, +4 after arrowslits vs Paladin, +5 vs light cav, Monaspa, Leitis)
Cavalry archers: Increase training time by 2 seconds.
Skirmishers: increase training time by 2 seconds.
Chemistry: Gives +2 attack for gunpowder units (base attack of handcanoneers and bombard canons reduced by 2, gunpowder unique units reduced by 1)
Civ specific changes:
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Armenians get bombard canons.
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Aztecs carry capacity +3 in feudal, +4 in castle. Monk hp bonus +3 per castle age tech, +5 per imp tech
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Britons bonus changed to foot archers +1 range and produced 10% faster starting from castle age. Yeomen gives +2 range to longbowmen but cost lowered significantly.
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Bengalis - Civ gets thumb ring, Civ bonus changed to elephant units resist conversion. Paiks changed to Melee cavalry units take 20% less damage and deal 20% more damage. (Ranged rathas and elephant archers won’t benefit)
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Berbers - Genitours +3 (+5 for elite) bonus vs CA armor class. Dealing same or lesser bonus damage than skirms is one of the reasons why they’re so bad.
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Bohemians - Remove blacksmith discount and free stone mining upgrades.
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Bulgarians - Get -100w blacksmith discount, and stone mining upgrades for free.
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Burmese - Infantry and towers get extra attack per age starting feudal
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Celts - Infantry 10% faster dark 15% feudal 20% castle age onwards. Woad raider base speed dropped to 1.15. Tower rof becomes a default civ bonus - 15% faster rof in feudal, 30% castle age onwards
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Chinese - Lose heavy camel upgrade or plate barding armor. (They get a tower UT. That should work well with incoming buffs to towers)
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Dravidians - Barrack techs cost -50% → All tower and infantry technologies cost -50% (Updated heated shot will do extra damage vs cavalry and be a partial solution to Dravidian cavalry skirm problem). Urumi swordsmen cost reduced to 45 food 15 gold, speed increased to 1.1 and for elites 1.15
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Ethiopians - Shotel warrior gold cost reduced to 25 gold. Royal heirs +100 food but makes Camels and shotels take -4 damage from cavalry
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Franks - Cavalry hp bonus starts from castle age. Axemen cost -10 food, have +1 range by default. Bearded axe effect changed to +5 attack vs spear line and camels.
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Gurjaras - If you nerf Shrivamsha speed to 1.55, reduce their cost down to 65 food 25 gold by default and give them +4 cavalry class armor. And it should never be the same as light cav or lower. Otherwise it won’t make any sense to ever produce this unit. Or Increase the food gathering from herdables to a rate of 15 log(1 + x/150) instead of 15 log(1 + x/200). (8 sheep food rate increases from 24.1 to 27.7, og was 28 but still logarithmic to prevent abuse in tg like early days). Weak economy strong military or strong economy weak military.
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Goths: Remove +5 attack vs boar. 20% longer lasting hunt changed to 20% more drop-off. Should be sufficient with rest of the tower changes.
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Georgians - First church alone gives +10% work rate boost (if destroyed the next built church becomes the first). Regeneration rate reduced to 2 hp/min flat + 2 hp/min per stable technology (can reach a max of 4 hp/min in feudal, 8 hp/min in castle and 12 hp/min in imp)
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Incas - Change the food discount to be applicable only to infantry but increase it by 5% per age. (Skirms and slingers more expensive, rest a bit cheaper)
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Italians - Dock, archer line upgrades and university techs 33% cheaper
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Japanese - General infantry and tower changes should be sufficient.
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Khmer - General changes to elephants should be sufficient.
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Koreans - General changes to towers should be more than sufficient.
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Lithuanians - Spears and skirms also get +1 armor for their respective armor classes (or in other words -1 bonus damage)
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Malay - Age up bonus reduced across ages. -40% feudal (+14 seconds compared to now) -50% castle (+10 seconds) -60% imp(+4 seconds).
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Magyars - Scout discount -15% feudal, -20% castle and -25% imp. Recurve bow cost increased by 50w, 100g and upgrade time by 20 seconds.
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Mayans - Archer discount starts from castle age -15% castle age, -20% imperial age. Plumed archer base cost decreased to 55w, 55g to adjust for it.
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Mongols - Hunt bonus decays with amount of food collected from hunt. 40% at the start, 30% by the time 1 boar is finished, a bit more than 20% when 2 boars are finished, approx 15% after 2 boars and 2 deer. <10% in hunt heavy maps. CA fire rate becomes civ’s castle age UT. Useless nomad becomes a civ bonus.
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Poles - Tower upgrades available one age earlier.
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Portugese - Monks and siege (implying organ guns as well) excluded from gold discount, 1st feitoria generates more resources, but resource generation rates scale logarithmically (1.7x for 2 feitorias, 2.3x for 3, 2.8x for 4 and so on)
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Saracens - Team bonus replaced to transport ship hp. Blacksmith attack upgrades give archer line +1 extra attack vs buildings, the free extra attack bonus removed.
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Sicilians - Donjon cost 50 wood, 150 stone. Donjon get +2 building class armor and +2 stone defense armor (implying 8 instead of 12 damage from vills). Serjeants trained 25% slower from Donjons in feudal and castle ages. Farms provide +50% food dark, +60% feudal, +70% castle age onwards. (Mill upgrades will still be beneficial but not mandatory)
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Slavs - Towers and military buildings support +5 population
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Spanish - Tower changes should be enough buff. To compensate conqs training time increased by 4 seconds.
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Tatars - Silk armor won’t impact light cav line anymore.
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Turks - Gold miners work 20% faster feudal, 25% faster castle age onwards. (castle age Janissaries nerfed as a part of general balance changes)
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Teutons - Tower changes should be more than enough.
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Vietnamese - hp bonus not applicable on skirms by default. Imperial skirms have 40 hp.
Civs that I haven’t included don’t need changes imo.