Give +1 against cavalry archers (currently +0) to Feudal-age Skirmishers?
- Yes
- No
Consequence: Skirmishers would go from doing 5 damage to Cavalry Archer with equal upgrades, to doing 6 damage. Elite Skirmisher does 9 damage; Imperial Skirmisher does 12 damage. Buff to Turks (no Elite Skirmisher) and players stuck in Feudal age.
Remove the +0 melee damage from the extra arrows fired by Chu Ko Nus, Kipchaks, and Shu archers with Bolt Magazine?
- Yes
- No
Consequence: less effective against Battering and Capped rams and Siege Towers. Since Siege rams now have -1 melee armor, instead of -3, they only take 1 damage from the arrows. Effectiveness against trebuchets (1 melee armor) and Armored Elephants with blacksmith upgrades unchanged.
Remove the +0 melee damage from Scorpions and increase bonus against rams from 1 to 4, and for Heavy Scorpion from 2 to 5?
- Yes
- No
Consequence: vs battering ram, unchanged (4 damage). Damage against capped ram would go from 2 to 3. Damage against Siege Ram would go from 1 to 2. Damage against unpacked trebuchets and armored/siege elephants would go from 1 to 4. Heavy Scorpion does 1 more damage to all, except just 1 damage to Siege Ram currently (was 3 damage until patch).
Remove the +1 against Rams that Organ Guns have?
- Yes
- No
Consequence: literally none in a normal game. All Ram-armor units have at least 8 pierce armor, including Traction Trebuchets, so take only the minimum 1 damage from Elite Organ Guns.
Change the +1 against buildings that Fire Galleys get to something else?
- Remove it
- Change it to +2, same as a Fire Ship
- No
Consequence: if removed, no effect except against farms, fish traps, unfinished gates, and other buildings with no pierce armor like Yurts. Against all other buildings, Fire Galleys do 1 damage even with this bonus. If changed to +2, Fire Galleys would do as much damage to buildings as Fire Ships, except if a building has less than 1 melee armor, in which case Fire Ships would do 1 more damage.
Reduce the bonus against rams that Conquistadors have from +4 (+6 Elite) to +2 (+3 Elite), to be the same as a Janissary?
- Yes
- No
Consequence: harder to snipe unpacked trebuchets with Conquistadors, or to kill rams.
Reduce the Ram-class armor that Siege Rams have from 2 to 1?
- Yes
- No
Consequence: Slinger and Elite Janissary would do 2 damage instead of 1. Various naval units would do 1 more damage.
Reduce the attack delay of non-elite Janissaries from 0.4 to 0.2?
- Yes
- No
Consequence: they would be better than Hand Cannoneers in some way, to justify their higher cost.
Adjust the bonus against ships and buildings that Ballista Elephants and Scorpions have so that Scorpions do at least as much per shot as a Ballista Elephant?
- Yes
- No
Consequence: probably slightly lower damage to ships for Ballista Elephants (currently +8 vs ship, 9 (10 Elite) pierce), slightly higher for Scorpions (currently no bonus vs ships, 11 (14 Heavy) pierce). Similarly against buildings.
Make the primary bolt from Ballista Elephants travel parallel to the ground, like their secondary bolt does, and give them a minimum range of 1, like Organ Guns?
- Yes
- No
Consequence: more effective in some cases, due to bolt not hitting the ground and stopping, but may not be able to fire.
Change Elite Mangudai from +5 bonus against Siege, to +3 against Siege and +2 against Rams?
- Yes
- No
Consequence: less effective against siege. Damage against Battering Rams, unpacked trebuchets, and Armored Elephants unchanged. Damage against Capped and Siege Rams reduced. Siege Onager would take 10 arrows to kill, up from 8.
Let the Leitis continue to be overpowered?
- Yes
- No
Consequence: Leiciai continue to be extremely effective against lightly armored units, as well as heavily armored units.
Reduce the bonus that Mamelukes have against Cavalry from +9 (+12 Elite), to +5 (+6 Elite)?
- Yes
- No
Consequence: Saracen player has a reason to add in Camels against pure cavalry compositions, due to higher damage per hit. Mamelukes would still counter cavalry, but would not be as good at protecting siege from cavalry. Effectiveness vs everything else would remain high.
Reduce bonus damage of Kamayuks against war elephants from +20 (+20 Elite), to something like +12 (+15 Elite)?
- Yes
- No
Consequence: Kamayuks would be more like Fire Lancers, which go from +5 against elephants for non-Elite to +15 for Elite. DPS against war elephant with 1 melee armor would go from 17 (19.5 Elite) to 13 (17 Elite). Spearman does 10.7 DPS, Pikeman does 16.7, Halberdier does 22, Fire Lancer does 9 (19.5 Elite), Champion does 6.5, Camel does 7 (12 Heavy), Genoese Crossbowman without Thumb Ring does 7 (9 Elite) DPS to non-Elite elephant with 2 pierce armor, Eagle Warrior does 4.5 (6 Elite).
Reduce Savar pierce armor from 4 to 3?
- Yes
- No
Consequence: Sicilian cavaliers with Hauberk would be able to take more Arbalest arrows, at 70, than the Savar at 55, instead of Savar taking 83 arrows. Savar would be worse than standard paladin in this single aspect, due to lower HP (but still better than Celt, Byzantine, and Burgundian paladins).
Make Arrowslits give +3 attack to Watch Towers and Guard Towers, up from +1/+2?
- Yes
- No
Consequence: the choice of whether to research Arrowslits or Guard Tower first would be more interesting, instead of Arrowslits being strictly worse. Civilizations that get Arrowslits but not Keep would benefit: Aztecs, Berbers, Franks, Shu, and Vikings.
Make all archer units have no more than 85% accuracy, and make Thumb Ring give only 90% accuracy instead of 100%?
- Yes
- No
Consequence: people might complain less about Britons not getting Thumb Ring. Archer effectiveness might actually increase in large groups, due to less overkill, while being lower in small numbers. A group of 30 Mangudai firing without Ballistics at a moving villager might eventually kill the villager, due to missed shots landing ahead of their target.
Give Eagle Scouts +1 against cavalry in Feudal age?
- Yes
- No
Consequence: they would win if the scouts do not have Bloodlines, while being slower but also cheaper with less food cost. Automatically upgrading twice may seem excessive, but Camel Scouts, Flemish Militia, and Donjons do this.
Nerf archer micro by making archers and buildings without Ballistics fire towards the leading edge of a moving target, effectively making a small amount of Ballistics built-in to all ranged units (except units with blast/splash damage, because mangonels)?
- Yes
- No
Consequence: firing at a unit in the middle or front of a moving small group of 6~10 units would be more likely to hit a unit at the back, instead of missing entirely. A single unit would still be able to dodge arrows at maximum range by moving in a constant direction. Although the theoretical potential to dodge arrows without Ballistics would increase, the practical potential would decrease since the error in timing would mean players would walk into the shot more if they reversed direction. (If a unit is 1/2 tile in width, player has 0.15 sec to reverse a unit moving at 0.96 speed when game is at standard, 1.7x speed; after that, reversing direction moves into the shot.) Town Centers would miss less.