Agreed. I have a lot of experience with treaty since I “grew up” on that game mode on AOE3.
It’s a fact that there’s a smaller player base of treaty players compared to the 1v1 or team supremacy community, but treaty is still an important, really fun part of the game and deserves its own set of civilizations balances.
The ESOC community knew that 1v1 balances didn’t really translate well with treaty game modes, so they made an entirely different patch to balance every civilization’s performance for treaty.
I wish the devs would look into this and somehow implemented a way to make the civilizations perform differently for treaty games. Back then, the ESOC team made a loader before starting up your game, you could choose which version to play: the original game, the ESOC patch, or the treaty patch (which was very refined and well-balanced).
Yeah, it’s mostly true. Really experienced players can really make a weaker civ seem really dominant on treaty against a much stronger civ.
But even then, some civs just don’t have a chance in treaty (i.e. mainly the warchief civs) due to the eminent eco drain later on. Only 75/100 settlers are constantly gathering due to 25 always dancing on the community plaza. They don’t have all the juicy mill/plantation bonus cards that make European civs thrive late-game. They have inadequate mechanisms that just don’t stand up after a long time such as (like Lakota’s infinite bison cards).
And some rely on finite resources like wood, but don’t have a consistent way to gather them to stay in the fight. The Haudenosaunee rely on wood to train their musk unit (tomahawk), but without a good wood trickle or good, infinite wood card, they lose their ability to produce their musks halfway through, making it extremely tough for them to play without a crucial function.
I played a 2v2 NR60 on Orinoco using Portugal. Against me was a very, very good Lakota player and his German ally. We were actually trading well because he kept maxing out teepees ON the front lines, and I constantly had to use mortars to bombard them while his buff units were hurting mine.
Eventually, he only lost because his eco couldn’t keep up, otherwise he did extremely well microing and keeping max pop. He ended up with the most kills (most from killing weaker, cost-efficient Chinese units) but it was his civ’s intrinsically weak lategame eco that killed him, not his lack of skills.
That’s a design problem no matter what cards you pick, or how well you play