Should the Feitoria be removed? Poll

One way to balance Feitorias would be to make the costs grow.

The first one would be cheaper then the costs increase for each new one.

This way it is more reasonable to build 1 or 2 of them in 1v1 but it gets harder to have many of them in Team games or on closed maps.
Similar to the Chinese Garden in AoM. The first and Second one have a discount.

The cost would change to
150 Gold+Stone → 250 Gold+Stone → 350 Gold+Stone (for every future one)
So the fist one would be cheaper then now, the second one the same price.
Building 3 costs as much as now but building more is more expensive.
Something like that.

Maybe half the cost and resource generation so it’s easier to get the first one.
This would also make the 5x5 footprint more of a problem in closed maps and islands where they are too strong atm.

Feitorias need to be reworked. They shouldn’t infinetly generate resources, because that inherently means that they will be only used on maps with low resources (water maps) at which point they are just to strong because you can simply outlast your opponent. On almost every other map or even in team games feitorias are just useless.

Yeah kinda but that’s mostly due to the new berry bonus I think. Again the building itself isn’t worth to go imp for on it’s own and regular eco is far superior under standard conditions. Feitorias are good though if you go really aggressive on one tc with organ guns and/or monks and force the opponent to invest much into the defense so they can’t comfortably boom while portuguese player can add feitoria behind that aggression. I honestly think that’s pretty refreshing as it diverges from the standard boom dynamics.

1 Like

I really don’t like this. The idea of a one tc push is to have a worse economy than your opponent. With feitorias this simply isn’t really the case anymore.

Don’t forget that you need imp for feitorias and that’s not only expensive when you want to make dmg fast but also needs time which again applies in early imp because you won’t be able to produce as much for a certain amount of time. All that gives your opponent plenty of time to boom or go aggressive themselves.

In the end both playing with or against feitorias is a lot about making good decisions and not simply going for all to common macro into army spam or treb bbc fights and whatnot.

Although feitorias are very strong if used correctly I don’t think they are broken. It’s just that some people know how to properly use them while your opponent might not know how to play against them which certainly will change over time. Like right now non clowns got way better at dealing with monk rushes because because of more exposure through tourneys and such a larger part of the community learned to make the proper decision making process which in my perception wasn’t the case 2 or even only 1 year ago.

IMO Feitorias are fine, but if you want to “nerf” them I have some ideas:

  • Increase the pop space. This one is easy and you can go to 25 pop or even 30 pop
  • Make them limited to only 1 or 2. So that the player can build one or two at most
  • Make Feitorias produce only one type of resource. The player could toggle which resource they want

Feitoria doesnf need nerfs. It needs rebalancing

Feitoria rebalance:

Cost:

  • Gold: 100 → 200 → 300 (for all future ones)
  • Stone: 100 → 200 → 300 (for all future ones)
  • Population: 20

Resource generation per second (minute) [old value]:

  • Food: 1 (60) [1.6]
  • Wood: 0.5 (30) [0.7]
  • Gold: 0.7 (42) [1.0]
  • Stone: 0.2 (12) [0.3]

It takes 8.3 minutes to pay back the Stone cost for the first Feitoria, 16.6 minutes for the second one and a whole 25 minutes for the 3rd one.
It’s also less population efficient now. And also space efficient. 5x5 is not small.

The first one might actually be useful in a lot more cases and maybe a second one but then it’s getting very expensive while taking up too much population.

Way to make it useless again. Just check the old patch notes and how feitorias gather rates have changed over time. There is no point in just going backwards again.

Either keep it as is. Or rework it like remove pop space but can built only 1-2. Or change cost of feitorias to increase depending on the amount you own atm.

Just flat out nerfing the rates kill the building and ruins this Eco bonus

There are kinda two kind of uses for feitoria:

  • To get an instant power spike in imperial age. Best to combine if you are doing a low eco fast imp apporach or if you are behind in a game. Getting instantly a trickle of resources worth about 10 vills (which cant be easily created on a 1 TC push) is great. This is mainly what happens on maps like Arena and are also most of the pro examples using feitoria. I feel like it will put you on a timer. Building 4 Feitoria uses up 80 pop space, but having 80 vills will give you much more resources. So feitoria aren’t really pop efficient.
  • To get infinite resources om maps with low resources. On maps like Arabia you are to vulnarable to really go for this in the late game. So really using them on open maps is out of the question. Then you end up with maps as Island. Long Island games are about who has the most wood. With feitorias you win the wood race on these kind of maps.

In kinda all other situation feitoria are pretty useless, so you will prefer villagers over feitoria. Just look at TGs. You can always rely on trade, which is much more valuable then a feitoria. So in the long run you dont want feitorias in team games but you want trade. So feitoria only really fit some rare situations in 1v1.

It’s crappy design. There should be no infinite resources unless every civ gets some way of generating it. If only 1 civ has it it’s impossible to balance properly. If the trickle rate is high enough to actually be useful then it’s OP if it’s nerfed so it’s not OP then it’s just useless except for super late game where all resources on map are gone, in which case… you guessed it… it becomes OP.

The whole idea is a borrowed concept from AOE3 and doesn’t belong here. To be clear I wouldn’t mind some way to generate resources once natural sources on the map run out. Bit this ain’t it…

It reminds me of the late game of aoe 3 xd…

1 Like

I agree with your assessment. Additionally Feitorias break, the game in casual 400-500 Pop settings and are op in ffa games.

But I believe having just max 1 (castle age) and maybe 2 (in imp) would prevent a player to just go full on feitrooa eco to ride when there is no more wood.
Instead of purely controlling feitorias by being pop inefficient in most cases. Put the pop cost to 10 and limit it like cuman TCS.

This Would prevent those all in imp strata we see with 4-5 feitorias. Also prevents just going full feitorias eco on islands at lategame stage.

Instead it’s a small but limited trickle, just like relics or burgundian gold farm.

It also is a buff to feitorias since they are now more or less pop efficient and always good to have unlike atm they are mostly for niche strata.

But then, we had this hole discussion already in 2020. Feitorias were always just balanced by how shit ports used to be. Now they are actually, decent and feitorias fundamental issues just became much more visible. it was always there. If it wasn’t fix in 8 years since African kingdoms release, then maybe the only other option we got is make ports shit again (as in back to bottom 5 winrates where they used to reside in for the longest time)

That would mean, nerf castle age organ guns as a first step, maybe - 1 pierce armor and - 1 range that should make ports useless enough to have feitorias not be an issue again

Just redesign the building. Give it another function. Maybe gives gather rate increase to nearby villagers, or something like it allows you to “invest” a resource and make a 2-1 profit back on gold but as a trickle over time. Like I don’t know what the real numbers would have to be to be balanced but something like you “give” the building 500 gold and the building gives you back 1000 gold but slowly over time… like maybe in 10 minutes or something… the more you “invest” the more it returns to you hit it takes longer. You could do the same with other resources, trade food for gold or wood for gold but the ratios would be tweaked to suit…that’s much more closer to how manufacturing works in real life anyway which is what this building is supposed to emulate. You “invest” resources and then you make a profit but the profit takes time to accumulate and payback.

TBH, I don’t think the devs will change how the Feitoria works by now; it is more likely to change something on the new civs than Feitorias. However, they can adjust the resources trickle, the pop and resources cost and some other stats

Another way to control the resources given by Feitorias is to have the resources when certain amount is collected. So, instead of generate each amount of resources by second; give the amount to the player every minute or every 100 resources (an idea)

I am heavily agaiant compelte redesign. After all the only reason I came back to aoe2 in 2015 is my instant love for this building when African kingdoms released.

Dont take thsi 8 year old thing away from port mains.

5 Likes

If they remove Feitoria, I´ll just stop playing the game! Its my favorite thing in the game :smiley:

2 Likes

You seem to have so many details missing though. Like what civ was the red player (assuming its you), what was the game time when this happened? relic situation? what happened in the game before gold ran out? Its ok to start the push slowly when your opponent is just spamming gold units but if you didn’t push at all for more than an hour, you made a bad decision.

Viper was trolling that game and also Warrior didn’t read the game properly. Hell when you lose in spite of killing the only enemy TC, you know there is a skill issue.

Feitorias are still far from being meta, don’t worry.

Feitoria are strong only if you are a 900 elo newbie, which means 90% of the playerbase. Around 1600+ they aren’t a issue, and in the pro scene, they are especially weak sources of economy, that rarely result in a win from relying on them.