Partly to take a breather from the controversy over the latest DLC (which I didn’t include, of course), and partly because there are still things that the developers haven’t fixed, I decided to make this thread. Despite the chaos of the last two weeks, you have to give them credit for balancing infantry & co.
I’ve tried to explain the reasoning behind certain choices in the notes, and I’d also like to point out that the Armenians and Georgians are a community effort, with many ideas coming from the various threads on the subject over the months (I hope I didn’t mess up).
The style is that of the official patch notes, I hope it is understandable!
General
- Warrior Priest speed reduced from 0.85 → 0.82.
- Condottieri are now affected by Gambesons.
Note: Warrior Priests cannot be faster than the Militia-line, it makes no sense. Condottieri affected by Gambesons is the most consistent thing ever, even more so after the introduction of the Fire Lancer.
Armenians
- New units
- Gain access to Heavy Cav Archer.
- Gain access to Paladin.
- New technologies
- Gain access to Parthian Tactics.
- Gain access to Shipwright.
- Gain access to Plate Barding Armour.
- Gain access to Siege Engineers.
- Mule Cart
- Lose access to Mule Cart.
- Gain access to Mining Camp and Lumber Camp.
- Mule Carts cost -25% removed.
- Change from Mule Cart technologies are 40% more effective → Mining Camp and Lumber Camp technologies are 40% more effective.
- Civilization bonuses
- New civilization bonus: Warrior Priests +100% heal speed.
- Galley-line and Dromons fire one additional projectile removed.
- Cilician Fleet
- Demolition Ships +20% blast radius; Galley-line and Dromons +1 range adjusted → Demolition Ships +20% blast radius; Galley-line and Dromons fire one additional projectile.
- Fereters removed.
- New unique tech: Master carpenters
- Available in Imperial Age for 800 wood 800 gold.
- Allows the creation of Trebuchet at the Siege Workshop.
- (Elite) Composite Bowman
- Training time increased from 12 → 15, Elite 10 → 13.
- Elite Composite Bowman reload time reduced from 2 → 1.8.
- Lose access to Champion.
- Lose access to Herbal Medicine.
- Lose access to Plate Mail Armor.
Note: I know it’s a dream we’ll hardly ever see, but the design looks pretty solid to me. They are still an early infatry rush civ, but the presence of Paladins, Siege Engineers, Siege Workshop’s Trebuchets, means that going Imperial is a perfectly normal thing to do. As for Composite Bowman, they now produce on average the same as Genoese and Rattan; this change was made possible by finally having options in the Siege Workshop. The Elite version has the same fire rate as the CA with Thumb Ring (Crossbows have 1.7 in the same situation).
Aztecs
- Civilization bonus: Villagers carry +3 extra resources adjusted → Villagers carry +4 extra resources.
- (Elite) Jaguar Warrior
- Pierce armour reduced from 2 → 1, Elite 2 → 1.
Note: I honestly think this is an oversight. All units of this type (e.g. Berserk, Samurai, Letis and Cataphract) have 1 pierce armour.
Bohemians
- New technologies
- Gain access to Hoardings.
- Civilization bonuses
- New civilization bonus: Hoardings is free.
- Mining Camp technologies are free adjusted → Gold Mining and Gold Shift Mining are free.
Note: It would also separate them a bit from the Koreans (stone collection bonus & no Hoardings). I do not know if Hoardings free is too strong.
Britons
- Civilization bonuses
- New civilization bonus: Archery Ranges work +20% faster.
- Team bonus
- New team bonus: Watch Tower-line +1 attack.
- Archery Ranges work +10% faster removed.
- Elite Longbowman
- Range increased from 8 → 9.
- Upgrade cost increased from 850 food 850 gold → 950 food 950 gold.
- Yeomen
- Cost changed from 750 wood 450 gold → 350 food 350 gold.
- Effect changed from Foot Archers and Skirmisher-line +1 range; Watch Tower-line +2 attack → Spearman-line and Skirmishers +1 attack.
Note: partly inspired by the changes the developers made to the Chinese. You can change the name of Yeomen if you like, but it should still be correct.
Burmese
- Howdah removed.
- Civilization bonuses
- Battle Elephants +1 melee/+1 pierce armor adjusted → Battle Elephants +1 melee/+1 pierce armor in Castle Age, +2 melee/+2 pierce armor in Imperial Age.
- New civilization bonus: Relics visible on the map at the start of the game.
- Infantry +1/+2/+3 attack in Feudal/Castle/Imperial Age removed.
- Team Bonus
- Relics visible on the map at the start of the game replaced → Relics generate wood in addition to gold.
- (Elite) Arambai
- Attack reduced from 12 → 11, Elite 14 → 13.
- New unique tech: Poison darts
- Available in Castle Age for 400 wood 300 gold.
- Mounted archers deal 3 extra poison damage to non-siege units over 10 seconds.
Note: the Burmese are described as an Monks & Elephants, so the infantry bonus was always misplaced. Moreover, this new Unique Tech would also give their Archery Range a purpose (the actual balance to be tested), obviously also applies to the Arambai.
Byzantines
- Logistica
- Cataphracts deal trample damage, +6 attack vs. Infantry adjusted → Knight-line and Cataphracts deal trample damage, +6 attack vs. Infantry.
- Lose access to Paladin.
Note: very slowly try to reduce the civilisations that have access to Paladins.
Georgians
- Svan Towers reworked.
- Aznauri Cavalry removed.
- New units
- Gain access to Arbalester.
- Gain access to Warrior Priest.
- New unique buildings: Svan Tower
- Same strength as Watch Tower-line, improvements in the university.
- Same cost as a tower, but also provides +5 population space.
- Unique look that already exists.
- Civilization bonuses
- Changed from Mounted units regenerate 2/8/14 hit points per minute in the Feudal/Castle/Imperial Age → Knight-line and Monaspa regenerate 10/15 hit points per minute in the Castle/Imperial Age.
- Svan Towers renamed to Encastellation
- Same effect.
- New unique tech: Tadzreuli Infantry
- Available in Imperial Age for 500 food 350 gold.
- Infantry units (except the Spearman line) +30 hit points.
- (Elite) Monaspa
- Cost changed from 60 food 45 gold → 60 food 55 gold.
- HP increased from 70 → 80, Elite 80 → 100.
- Melee armor reduced from 3 → 2, Elite 5 → 4.
- Nearby unit requirement for additional attack reduced from 7 units → 6 units.
Note: the whole balancing of the Monaspa required some work, but it was necessary. Without the Aznauri Cavalry tech, the Imperial unit becomes less pop-efficient, so you need to increase the cost and stats. Also, with the presence of the 100 HP Champion, it makes sense that they are slightly more effective against ranged units and slightly less effective against melee units.
Gurjaras
- Civilization bonuses
- New civilization bonus: Mills, Lumber Camps and Mining Camps have double HP.
Note: Not entirely my idea, but it is definitely right. It makes attacks on the Mill much more difficult.
Huns
- New units:
- Gain access to (Elite) Steppe Lancer.
- Civilization bonuses
- Mounted archers are 10%/20% cheaper in the Castle/Imperial Age civilization bonus adjusted → Mounted archers and Steppe Lancer are 10%/20% cheaper in the Castle/Imperial Age.
- Lose access to Paladin.
Note: there is no reason why the Huns should not have Steppe Lancers.
Italians
- Civilization bonuses
- Foot Archers and Condottieri +1 melee/+1 pierce armor civilization bonus adjusted → Foot Archers +1 melee/+1 pierce armor.
- Gunpowder units are 20% cheaper civilization bonus adjusted → Gunpowder units and Condottieri are 20% cheaper.
- (Elite) Genoese Crossbowman
- New +2 bonus damage vs. Spearman.
- Elite Genoese Crossbowman base attack increased from 6 → 7.
- Elite Genoese Crossbowman bonus damage vs. Cavalry reduced from 7 → 5.
- Elite Genoese Crossbowman bonus damage vs. War elephant reduced from 7 → 5.
- Elite Genoese Crossbowman bonus damage vs. Camel reduced from 6 → 4.
- Elite Genoese Crossbowman bonus damage vs. Ship reduced from 5 → 4.
- Elite Genoese Crossbowman bonus damage vs. Fishing Ship reduced from 5 → 4.
Note: the change to the Condottieri makes them more consistent with the general design of the civilisation (Italians also do not have Gambesons). At one point I would have suggested giving the Genoese +1 range, but with the new UT it creates the peculiar situation of the Genoese being the front line of the HC (if you go for both units); however, it is right to make them a little more versatile and less anti-cavalry.
Maya
- Civilization bonus: Resources last 15% longer adjusted → Resources last 12% longer.
In the meta of MaA into Archers, the Maya are once again a power creep.
Mongols
- Elite Mangudai
- Bonus damage +1 against Sperman increased → +3 (thread).
- Civilization bonuses
- New civilization bonus: Lost Houses do not decrease population space.
- Scout Cavalry-line and Steppe Lancers +20/30% hit points in the Castle/Imperial Age removed.
- Nomads
- Cost changed from 300 wood 150 gold → 250 Food 250 Gold.
- Effect changed from Lost Houses do not decrease population space → Scout Cavalry-line and Steppe Lancers +25 HP.
Note: the final stats are almost identical. Some bonus could be added, I welcome suggestions.
Sicilians
- New technologies
- Gain access to Thumb Ring.
- Hauberk
- Cost changed from 700 food 600 gold → 500 food 400 gold.
- Effect changed from Knight-line +1 melee/+2 pierce armor → Barracks and Stable units receive +1 melee/+1 pierce armor.
Note: the late game Archers / Infantry / LC used to be balanced around the 50% less bonus damage; now they are rather lacklustre. Even the Hauberk Cavliers look like a lame version of the Savar.
Vikings
- Civilization bonuses
- New civilization bonus: Infantry generate gold when killing Villagers, Trade Units and Monks.
- Chieftains
- Change to Infantry +5 attack vs cavalry, +4 vs camels; generate gold when killing Villagers, Trade Units and Monks → Infantry +5 attack vs cavalry, +4 vs camels.
- Lose access to Gold Shaft Mining.
Note: It is so stupid to have to research Chieftains against non-chivalry civilisations for the raid bonus (it is currently 5 gold per Villagers; it is absolutely irrelevant for the Feudal Age / Castles Age). Moreover, the economy of the Vikings is totally unbalanced.
Edit. Armenians changed slightly
Edit2. Aztecs, Georgians, Mayans and Vikings changed slightly