I absolutely love the intention to make civs more unique and give them more standout stuff. But what is this pup?
China: If China has problems, why not help them there instead of making their insane lategame even more insane? I don’t get that. The nerf to firelancers is way too insignificant. They still burn down buildings too quickly and now they are even better at killing vils and fighting in general. Why? They need a nerf to speed and costs as well as 30 building dmg at best. Don’t let them be the unit that is just massed until you win with the occasional hand cannoneer line. That is already too strong a comp, which is even stronger on pup.
And why buff nest of bees? They are already better than mangos, are better to handle, to quicker deal dmg, have a bigger aoe… And now they are also getting a dmg buff? Why? Just why? And don’t get me started on grenadiers… China doesn’t even need Ming, but they can go for it, which is not impossible due to their very strong eco… And then they get a freewin unit? Again? Why would you buff this unit to be that overpowered again? The grenadier needs a fundamental rework. Abbas and China get two imperials, and China on top of that gets an extra and overtpowered win condition. What are these changes?
And no nerfs to Palace Guards (they are simply too fast with Yuan) is just mindblowing. China doesn’t get help in their castle transition, but get tons of improvement for the lategame. This is totally off.
Abbasid: The Ghulam has too much hp. Plain and simple. He is faster, has better dps, is not really weaker against heavy, which is what their weakness was supposed to be, and he has just bonkers hp. 310 hp in imp is almost 100 more than other maas. For that little bit more costs. This unit is completely overtuned. 8 of them win vs 10 maa. They win against more of the units they are supposedly worse against. And they ruin lightly armored units… Where is the tradeoff for this power? This unit is very overpwered.
The Camel archer can’t go live as it is on pup neither. Their dmg and speed is too high to have them be THAT mobile. 20 camel archers can beat an army of 80 whatever units, because they can kite forever. If camel archers are supposed to have this kind of mobility and fire animation, they need to be made slower. Otherwise they just kite everything to death.
Ottoman: The Sipahi is overtuned just like the Ghazi Raider. It’s not good to have a mounted trash unit that can compete with knights as a front line. Their hp is too high, their dmg is too good even against non-ranged and combined with archers, Mehters or Janissaries they become too strong. What is this about the Janissary actually? The patch doesn’t say anything about them getting more hp. But they have 130 hp in castle and imp now. That gotta be a bug. There is no reason to buff the Janissary, He does very well in his respective role. It’s a ranged spearman of sorts that is in a good spot. I expect the hp to be brought down to where it was before the pup. The nerf to Mehter is well… Giving them 20 less hp in feudal won’t change much. They are too fast and that’s why they are too hard to kill. Their speed is 1.88. That’s horseman levels. And Ottomans don’t have horsemen anymore. They god 1.75 speed Sipahi. So reducing the Mehter’s speed to 1.75 seems to be the logical and according nerf to me. They could also be made a bit more expensive. They are just so good.
Delhi: The Ghazi Raider is just overtuned. A horseman that can be built against everything is not a good idea. It counters so much, it breaks the counter system in the game. This needs to go again. It would have been better, if the Ghazi Raider was an extra unit without the horseman’s strengths (no anti-ranged bonus dmg), but with a slight bonus to heavy armor. They are supposed to help in feudal. In later stages of the game this unit is not really necessary. What is its role to be? Would you build it over crossbows or handcannons? Unlikely. But it could be a good low budget option to not really counter heavy elite units, but to be able to stand against them with pure masses and a slight bonus. They should not be a hard counter to heavy. There is enough stuff that counters heavy, while trash units already dominate big parts of the game.
Mongols: I really like the direction that was taken with the Keshiks. I think that’s a nice and fitting approach for Mongols. They appear to be in a good spot. Unless they need to face Ghazi Raiders or Sipahis. But that’s not the Keshik’s fault. These other two units are just too strong. The Keshik gives the Mongols the right identity and I like it.
HRE: There is a patch that focuses on making the civs more unique. Giving them more or different units, new techs, mechanics… Simply new stuff. And now imagine that the civs that has the least unique techs and units gets NOTHING from this patch. I was so disappointed when reaching the HRE section of the patch, I thought it had to be a joke. But it wasn’t. The merge of Benediction into Devoutness is… yeah… nice. But who cares? That doesn’t do anyhing. Nothing interesting or notable at least.
HRE could have gotten something for Landsknechte, who do not have a single unique upgrade. There could have been improvements to inspiration for the eco without Aachen (maybe combined with a slight nerf to Aachen), to finally make Meinwerk viable. There could have been improvements to Inspired Warriors, because this tech is way too obnoxious and weak to be used. The slow rate of buffing one unit by one makes this tech almost useless. It needs to be better. Every other buff is rather easily applied in an aoe. But prelates have to buff one by one, are slow, die quickly… It just doesn’t make sense to go for this pretty much civ defining tech. And I would have thought that a patch like this would address that. But no. And then there is still this completely useless Fire Stations tech. Just remove it or revert it… And since hp was given to Abbasid ships now, I think Fire Stations needs a total overhaul. Right now it is a useless tech. Probably the worst tech in the whole game.
On top of all that there was no new unique unit for HRE eihter. Nothing. There could have been Teutonic Order units like Teutonic Knight or Ritterbruder. Or the Black Rider. There could have been new Landsknecht variants that actually fit their historical role (using lances and later arquebuses). Landsknechte in general could get a better cost effectiveness. Yeah, they can be good. But you can also have battles in which they just die doing nothing, because their hp is SO low. They also always die, even if you win. And for that they are really hella expensive. Esp with all the constant nerfing to Regnitz.
Last but not least Burgrave could use a rework as well. I hate everything about this Landmark. It’s a low elo killer that often is too much for the opponent. It has an all-in character like nothing else. It falls shorter and shorter the longer the game goes. Burgrave gives HRE stuff that makes it hard to give them anything else. Rework it, remove it, overhaul it… Just change it from this insane production building into something cool, interesting and fun to use. It’s almost similar to Chinese, simply one age earlier. Burgrave makes other civ players hate HRE, while it overshadows all the shortcomings of the civ. I think overrunning the opponent with quickly to produce maa in early castle just needs to go from the game. It’s a lame identity and leads to more problems than solutions. I am all in for a completely new Burgrave. There is so much that could have been done with HRE, but they got nothing. It really blows my mind.
The rest of the patch seems rather fair to me or I just forgot about something. But that’s it for now. I am sorry that I can’t say too many good things about the patch. I just feel like this patch overtunes so much, distributes that poorly between the civs and prefers some civs over others in a ridiculous manner or improves already strong or even broken aspects, while ignoring the weaker ones. And I don’t like that.