For what it’s worth, my 2 cents:
General
-Hero cosmetics unlock being fixed!!! Hallelujah!
-more jingles and better skins are always excellent!
-adding 3 seconds to artillery boarding time is a nice change. Makes escapes and hit-and-run with artillery more difficult, which it should be
-A controversial opinion, but I love the wall changes here. An increase to 10w and 30% build time increase is warranted. Walls have always been too cost effective. I personally would like to see additional hits making pillarless walls useless, since a 66% cost increase will incentivize pillarless walls
-Galleons are now their own armor class. I don’t see an issue here. It’s akin to when AOE2 finally changed camels to have a unique armor instead of being ships
-Dervish have always seen particularly powerful as nats, so a nerf is probably warranted
-Advanced artillery send 1 mortar. LOVE IT. It’s always been a turtle-cracking card, it just makes it better. Yes, from a value perspective it’s pretty high for age 3, but most of the promotions it grants are pretty niche (who researches both heavy horse guns AND field guns?)
Civs:
-Aztecs: Eh… No me gusta. Arrow knights shouldn’t get a speed boost or a good multiplier vs cav. They’re artillery equivalents. They should be slow and vulnerable to hand cav. If a buff is needed, it should be an adjustment to some multipliers, reversing some changes from last patch
-Brits: nice bit of flavor. Shouldn’t change anything.
-Chinese: Mostly feels like a fix for something missed last patch. No real impact
-Dutch: Good nerfs that fix the issues introduced last patch. I still want a unique skin for the ankobias though
-Ethiopians: Generally good changes. The number of team 3 vil cards is getting concerning though. If not already mutually exclusive, they need to be ASAP.
-French/Germans: minor cosmetic fixes. Good deal
-Iro/Haud: Nice small adjustments. Excellent
-Hausa: small change making fodio tactics less crucial. Nice change
-Inca: Oof. Big hits here. Probably too big. The huraccas bug is also REALY worrying
-Italians: honestly I thought Roman tactics already did this. Good change
-Lakota/Sioux: Too much culture war flaming going on in the comments and I’m not going to engage. From a game perspective, pretty insignificant.
-Japanese: 47 ronin change nerf is good. The samurai mortar change is questionable. I will need to test it in the pup to see how it behaves. If the range is short and the DMG vs buildings isn’t a huge increase, then it’s NBD. If not…
-Maltese: Sizable buffs. not sure how I feel here. I think 2% was a good balance. The 1 falc 1 mortar card is probably too strong. That’s an Age 4 unit. We shall see.
-Memexico: Lot of nerfs, but mostly niche. The salties nerf is the biggest one. The speed reduction might make them pretty weak. The rev changes are all well suited
-Otto: sigh. Another patch, another missed opportunity to correct the core balance issues with the civ. The Azap is adjusted but not nerfed. The imam is now where it was 2 patches ago but with an extra 100c. A straight buff, albeit a niche usage
-Ports: big fixes are good
-Russians/Swedes: extra units on rarely used cards. No issues here
-USA.: good change here. Just makes the Philadelphia church card a little less strong.
-Revs: I don’t know enough to comment
Extras:
-Campaign fixes are always excellent Although it sounds like the de Gama battle issue isn’t actually fixed
Maps:
-under no condition should Deccan EVER be in the rotation. It’s a fun map but it is NOT standard. This change must be reversed. Horn isn’t great either, but Deccan is extremely problematic. What should be done is reskin Deccan as a new African map, minus the extra res crates, and then and the new map to the rotation.
All-around, a nice patch. I love all the general fixes and the vast majority of civ changes. Just a few worries with arrow knights, samurai, Inca, Malta, and Deccan. For future wants, further punishment for pillarless walling and properly nerfing the Ottoman units (namely the abuse gun) would be good.