Some ideas I thought of

These are just some of the ideas I had in mind; they’re just little tweaks that I know will never happen, but oh well, I did it mostly to distract myself. If you see that they’re not in alphabetical order, that’s because I did them in the Hispanic alphabet, so please forgive me for that. I started with the Europeans since they have the most similarities among themselves. Unfortunately, due to time constraints, I hadn’t gotten to the Ottomans yet, but believe me, I left them with a lot of nerfs… at least in my head, lol.

Germans:

Units:
Crossbowman: Disabled
Landwehr: Available at the Barracks from Age II
Settler Wagon: Construction limit reduced from 20 to 10, population cost reduced from 2 to 1

Buildings:
Tavern: Disabled
Mercenary Camp: Available from Age II

Cards:
Scharnhorst Reforms (Age III): Free upgrade for veterans to Landwehrs and increases their damage by +4, allows free research of the Landwehr Watcher upgrade in Age III but researches extremely slowly (Landwehr Watchers grant +300% research points)
Mercenary Camps (Age III) Renamed to Wallenstein Mercenary Corps: Allows German mercenaries to be trained at Mercenary Camps and increases the coin yield from camps by 1 100%

  • Sends 2 Black Riders instead of 3 Uhlans.

British:

Units:
Ranger: Reduces their ranged armor by 5%, improves their damage against light cavalry by +0.50.

Buildings:
Manor House: Allows you to garrison villagers (up to 3 maximum).

Cards:
Florence Nightingale (Age I) Cost: 100 wood: Sends 2 Manor House Wagons and allows Manor Houses to heal nearby units.

Wool Harbors Team (Age I): Allows farm animals to fatten up 20% faster, and when assigned to buildings, they fatten up 35% faster. Sends 3 sheep for the entire team.

Spanish:

Units:
Swordsman: Melee damage increased by +1

Buildings:
N/A

Cards:
Fencing Instructor’s Equipment (Age I): Improves the damage and hit points of Scouts by 20%. Scouts’ damage against Treasure Keepers, Outlaws, and Mercenaries is increased (x3 against Treasure Keepers and x5 against Outlaws and Mercenaries).
Tercio Tactics (Age II): Converts all Pikemen into Swordsmen. Swordsmen now specialize in countering heavy infantry (instead of cavalry), and the Pikemen’s bonus against cavalry is increased.
-Pikemen: +x1 against cavalry
-Swordsmen: Increases bonus against heavy infantry to x3
Reconquest (Age III): Send 1 Conqueror for every 3 Archaic units lost so far, up to a maximum of 10. Replaces Dragons with Conquerors.
Conqueror: Population cost set to 2.

French:

Units:

Skirmisher: The Voltigeur Guard upgrade improves the French Skirmisher’s damage against heavy infantry.
Skirmisher: +x0.50 against heavy infantry.

Dragon: Disabled.
Mounted Rifleman: Enabled but renamed Chasseur à Cheval (Available in Age III).
Substantial changes: Its ranged attack will be limited to a charged attack of 39 damage in Age III with x2.5 against cavalry and x1.75 against shock infantry. (which recharges every 60 seconds) (the range of its charged attack will be 15 and will be affected by Cavalry Snail technology)
Its melee damage is reduced from 45 to 35, but consequently all its bonuses, both negative and positive, are removed. Instead, it will have a x1.60 bonus against cavalry and x1.35 against shock infantry.

Buildings:
N/A

Cards:
Louvre Team (Age I): Increases the XP drip from church-type buildings by +0.10, sends a book crate with 100 XP for the entire team, and reduces the cost of church upgrades by 15%.

Richelieu Regiment (Age IV): Sends 4 Hussars, 2 Cuirassiers, and 2 Chasseurs à Cheval, increasing cavalry damage by 5%.

Dutch:

Units:
Emissary: ​​Gains a ranged attack dealing 5 damage with a range of 10: x1.20 against Treasure Guardians, x3 against Mercenaries, x3 against Outlaws.

-Now construct military buildings
-Cost increased to 60 food
Merchant: Their Coin Collection bonus also applies to farms, and working mills yields a small trickle of coins (0.10 per merchant).

-Merchants can now only construct civilian and economic buildings.

-Merchants can no longer construct military buildings. Skirmisher: Acquires a Guard upgrade called “Flankeur”

  • “Flankeur” Guard upgrade: Dutch Guerrilla with increased Damage, hit points, and a bonus against light infantry
  • Skirmisher grants a 0.60x bonus against light infantry

Buildings:
N/A

Cards:
Peace of Munster (Age I): Send 2 Emissaries and allows them to construct defensive buildings, as well as military buildings 60% faster.

Flemish Revolution (Age III, cost: 750 Food, Gold, and Wood): Transforms all your villagers into Halberdiers, melee infantry gains +2 damage, and Town Centers now produce Halberdiers for free.

Italians:

Units:
Pavisier: In Melee mode, he gains a slight bonus against cavalry (x1.74)

Buildings:
Lombard: With the Usury Card, he gains a small trickle of gold (0.15)

Cards:

Finance Guard (Age I): Killed units yield a percentage of gold (up to a maximum of 3000). Grants a trickle of 1.25 coins.

Steel Bolts (Age III): No longer available.
Heavy Pavises (Age III): No longer available.

New: Genoese Crossbowmen (Age III cost: 400 food and 250 wood): Pavisers with increased range, damage against heavy infantry, armor, and hit points. (Essentially both cards combined into one)

Now… while I didn’t get to the Ottomans, these were the nerfs I thought of for them:

Abus Gunner: His Imperial upgrade no longer grants +2 range.

  • His Guard upgrade resets its cost from the Legacy game (450 food and 600 food and gold).
  • His fire rate increases from 3 to 3.5.

Humbaraci: He is no longer affected by the Ocemi Oglan school card.

  • His Ulufeli Guard upgrade no longer reduces his gold cost by -5; instead, it increases damage against artillery units by x0.10.
  • His gold cost increases from 80 to 90.
  • He no longer has double armor; instead, his armor will be 50%, but only against siege damage.

All Spahi cards will gain +100 to their food cost for each Spahi.

5 Likes

Some of these could definitely work, others seem like too large of changes to be easily balanced. Unfortunately I don’t expect we’ll get any more support as Worlds Edge seems to have no interest in any further support for the game.

If I were to make a short list however, I would focus on meaningful nerfing Ottomans, and Mexico’s Baja California build. Those two are the most rage inducing things to play against right now.

Mexico:

  • Revolts take 15 seconds longer to research.
  • Outlaw charged attacks have 50% smaller Area of Effect.
  • Baja Factory costs 100f and 100w (I believe it’s free currently).

Ottomans:

  • Mosque Construction should only reduce the cost of the card techs by 25-33%. Getting so much military at like a 50% discount is crazy.
  • The age 3 artillery card shouldn’t buff culvs. Ottomans already get better LoS on their artillery, no reason they should get +15% attack and hp on all artillery when I believe it already buffs Abus.
  • the heavy infantry discount card should only applies to Janissaries.
  • add 2s to their vills train time.
  • Spahi ranged armor reverted to 10% from 20%.

Lower on my priority list (because they aren’t as critical):
Russia, Sweden and Malta all need buffs. USA needs some small nerfs I think.

Russia:

  • Strelets start with 15 range (up from 14)
  • Strelet base hp increased to 95 from 90 (76 hp with the shadow tech).
  • Veteran Strelet adds +1 range.
  • Strelet batch cost increased to 360f 115w (from 375f 100w)
  • Strelet combat is now +15/+15%.
  • Strelet Horde is no longer improves range, but now changes their wood cost to coin.

These are largely aimed at improving the Russia vs Otto MU and dealing with higher range/speed infantry from various civs. The extra hp on Strelets is massive vs Deals

Sweden:
Needs a little something. They were super op but all the nerfs have left them pretty weak. Caroleans cost more and are weaker, at the same time their eco has taken needed hits which only compounded things.

  • Carolean hp increased to 160 (from 150)
  • Hero extra melee damage replaced with the ability to heal other units at 4hp per second (same as an unupgraded Indian monk).

The healing would help fix up damaged high value units and the extra hp on Caroleans helps make them worth the higher cost and helps put them more nicely between a Musketeer and an Ashi.

USA:

  • Shapshooter gets a 0.9x vs skirmishers and +5 or 10 hp.
  • -50f from starting crates.
  • not as sold on these.

Malta:

  • 1 Mortar and 1 Falc is replaced with 2 falcs.
  • Sentinels get +1 range with both Guard and Imperial and get an AoE of 0.5 from Incendiary Grenades.
  • maybe +50f to starting crates.

If I had unlimited changes I could make my list would get longer, but this feels decent as a short list that would make me fairly happy for a theoretical final patch (balance wise).

2 Likes

Good ideas! I especially LOVE how you’d change Terico tactics to make Rodelero counter heavy infantry. Great idea!!

1 Like

Very nice list of nerfs and adjustments to those Civs
Wish this was on an official update but we know is not going to happen, sadly!

1 Like

I think the post should have been made in spanish because I see a lot of bizarre mistranslations here.

Si lo se, perdon xd mejor pongo el resto en Español, ahi escribi un par

Malteses:

Unidades:

Centinela: Costo de comida aumenta a 70 y de oro a 45, se reduce su coste en población a 1.

Edificios:

Arsenal: Deshabilitado

Depósito: Ocupa el Lugar del arsenal, además de tener la habilidad de explotar, que ahora el botón ocupa un espacio más pequeño en el Hud.

Cartas:

Fuego Griego (Edad I): Permite la Construcción de Brulotes en el muelle, Galeras y Galeones adquieren un ataque de lanzallamas a corto alcance.

-Ataque de Lanzallamas establece alcance: 12

Jardines de Barakka (Edad I infinita): El efecto actual es que intercambia toda la comida por la misma cantidad de madera. Nuevo efecto, hace que cada edificio defensivo otorgue árboles.

-Destacamento: 1

-Comandancia: 2

-Fuertes: 3 árboles

Otomanos:

Unidades:

Jenizaro: HP sube de 205 a 235, su costo sube de 90 de comida y 25 de oro a 110 de comida y 35 de oro.

Abus Gunner: su animación de “alistamiento para disparar” se ve ralentizada (haciendo que no pueda hacer H.A.R)

-La mejoras mejoras de Veterano, Guardia e imperial ya no les otorgan rango

-Su mejora de Guardia recupera los valores del juego vanilla (costo de la mejora de guardia 450 de comida y 600 de madera y oro)

Humbaraci:

-Velocidad de movimiento reducida de 4,50 a 4,25

-Ya no se verá afectado por la tarjeta “Escuela de ocemi oglan”

-Su armadura no será Doble, ahora solamente resistirá un 50% contra los ataques de Asedio.

-Su mejora de Guardia Ulufeli ya no les baja el coste en oro en -5 en su lugar mejora su daño contra unidades de artillería en un x0,15.

-Sus costes se ven incrementado de 110 de comida y 80 de oro a 120 de comida y 95 de oro

Yoruk:

-Se entrenan ahora 5 segundos más rápido

-Obtienen un 10% más de efectividad en la recolección de animales de granja y recursos naturales

-Son ahora un -15% efectivos en edificios como molinos o plantaciones

-Construyen todos los edificios económicos un 25% más lento (sin contar las casas o el mercado)

Edificios:

Mezquita:

-Entrena de manera Gratuita imanes o muhbir (dependiendo de que se elija)

-Su coste de madera aumentó de 150 a 250

Cartas:

Todas las cartas de Sipahi (Edad III y IV): Adquieren +100 de costo en comida por cada Sipahi.

Cebeci (Edad II): Artilleros y soldados con granada adquieren un +20% más de puntos de resistencia. Ahora solo será un 15%.

//Solo espero que los nerfeos a los otomanos que pense sean justos xd no queria quitarle la singularidad a la CIV

2 Likes

Buenas ideas ojalá que las llegasen a implementar algún día

Bueno y aqui escribire las Ultimas 3 Civis Europeas que Faltaban.

Portugueses:

Unidades:

Ballestero: Mejora de Guardia le otorga ascensos que le permiten adquirir mayor velocidad de disparo y alcance por muerte.

Edificios:

N/A

Cartas:

Cañones de campaña de Estremoz (III): El efecto actual es que envia 1 falconete y mejora los falconetes a cañones de campaña y con las consecuentes edades otorga +2 cañones de campaña hasta un maximo de 5 en edad V. El efecto actual sera que en edad III envia 2 cañones de campaña, en edad IV son 4 y en edad 5 son 6, pero en edad V se mejoran automaticamente a imperial. (en edad 3 agrega un costo de 200 de oro)

Carracas (Edad III): ademas de 15% más de HP para las carabelas les otorga un 15% más de daño y +2 de alcance.

Infanteria de Marina (Edad I): Ademas de los efectos actuales, envia una carabela.

Rusos:

Unidades:

Granaderos: La reduccion de costo de la mejora de guardia tambien afecta el costo de oro.

Strelet: HP base sube de 72 a 76, mejoras de veterano y guardia le dan +1 de alcance respectivamente.

Edficios:

N/A

Cartas:

Reformas de Milyutin (Edad IV): Ademas del efecto actual, permite entrenar a los mosqueteros del Norte desde los fuertes (con un maximo de 35)

Nobleza Terrateniente/Combate de dragones (Edad I): el efecto actuales que Habilita a los arqueros a caballo en edad I y le cambia el coste de 60 de oro por 55 de madera, el nuevo efecto seria que aumenta el coste en comida de los arqueros a caballo y reduce su costo en oro de 100 de comida y 60 de oro a 135 de comida y 25 de oro, ademas de poder entrenarlos en edad II.
Su contraparte de Combate de Dragones (despues de investigar la carta de dragones de san petersburgo) ademas de mejorar el daño de los dragones y su HP en un 20% aumenta el alcance de estos en +2 y mejora su bonus contra cav ligera en un x0,30 (quedando en un x1,5)

Suecos:

Unidades:

Carolinos: Su alcance base se ve reducido de 12 a 10 y su daño a distancia se reduce de 19 a 15, su R.O.F baja de 2,5 a 2 y su Daño a mele aumenta en +2

-El boton de carga cuerpo a cuerpo aumenta la velocidad de los carolinos en 1,2 en vez de 1

-Las mejoras de veterano y guardia le otorgan +1 de alcanze respectivamente

Edificios:

Torp: Se le vuelve a habilitar el ataque de “cazeria” para poder dispararle a animales.

Cartas:

Surströmming (Edad I): ahora los cajones de Surströmming vienen con 125 de comida en lugar de 100, y se rellenan a 2,5 de comida por segundo.

Equipo Nueva Suecia (Edad I): Efecto actual, envia un Torp para todo el equipo, ahora envia 2 Torps para todo el equipo.

y eso, ya vere como le agrego más cosas a las facciones no europeas xd pero comenze con las europeas por que eran más sencillas y bueno por que siento que son las que más cosas nuevas podrian darles.

1 Like

Bueno perdon por si sigo escribiendo por aqui, pero no quiero crear mas hilos y queria seguir con mis ideas xd ahora le toca a los Nativos.

Aztecas:

Unidades:

Corredor coyote: Aumenta su costo de comida de 85 a 95

Guerrero Jaguar: Cambio de costo de 90 de comida y 30 de oro a 70 de comida y 50 de oro

Edificios:

N/A

Cartas:

Nueva) Atlalt (Edad I): Aumenta el Limite de Creaciñon de Exploradores Aguila y les otorga más daño contra forajidos y mercenarios.

Haudenosaune:

Unidades:

Tomahawk: Su alcance se reduce de 12 a 10 y su daño a distancia se reduce de 19 a 17 pero por consiguiente su daño a distancia se cambio por uno cuerpo a cuerpo (dado que lanza hachas) su costo de comida aumenta de 75 a 80 pero su costo de madera se reduce de 20 a 15

Edificios:

N/A

Cartas:

Ecologismo (Edad III): Ademas de los efectos actuales, les otorga a las casas comunales la capacidad de spawnear arboles lentamente (que poseen 125 de madera cada uno)

Inca

Unidades:

Corredor Chimu: Su daño cuerpo a cuerpo se reduce de 19 a 13, por consiguiente su daño contra artilleria se aumenta de un x1,20 a un x2 y se les otorga un daño de x1,75 contra infanteria ligera.

Garrotero: (Se arregla la animación de ataque que aveces provoca que no haga daño) su R.O.F en su ataque cuerpo a cuerpo se reduce de 2.25 a 2

Edificios:

N/A

Cartas:

N/A

Lakota

Unidades:

Guerrero con garrote: Cambia su coste de 50 de comida y 40 de madera a 65 de comida y 25 de madera

Edificios:

N/A

Cartas:

Flecha Negra (Edad III): Ademas del efecto actual, aumenta el limite de creación de los Nativos en un 30%

Perdon si no fieron cosas tan excepcionales pero no conozco la historia muy bien de los nativos asi que no queria poner cualquier cosa.

Perdon por las molestias King pero podrias decirme algunos cambios que son muy grandes? lo otro con respecto a U.S tenia pensado otra cosa la verdad jaja pero ahi lo escribire cuando pueda

I could probably find more, but these are huge changes balance wise which don’t seem to align with the current competitive balance at all.

I think a lot of these could make fun mods, but shouldn’t be made part of the game. The game may get one update at some point (there’s some speculation one might be in the works), but even one update seems unlikely. Overhauls like these are therefore unadvisable because anything they break (balance wise or bug wise) will likely not get fixed.

I have a thread here which I believe would be in the ballpark of where balance should be left by the dev team if they do fully drop support after a final patch. Some of the “riskiest changes” based on my thesis for what should be done in a final patch are targeted at things that are on the extremes in regards to being over or under powered and imo most are well reasoned based on issues in mid-high level PvP.

1 Like

Lo de los Holandeses no lo veo tan fuera de lugar y lo de las casa solariegas fue para que se sintieran ligeramente más unicas xd y en cuanto a los franceses, no se que decir realmente quizas si fue sobrepasarse y España, lo dices por el facil spam de picas y de rodelas?

-lo otro no tiene nada que ver con lo que escribi xd pero no se por que el traductor traduce tu nombre como “Martin Pescador” y hablando de ello, cuales fueron ideas que si encajaron mejor con un parche?

Would I be right that you play fairly casually? There’s absolutely nothing wrong with that, there was a time when I played almost exclusively vs the computer and most players aren’t grinding to get the most pixel points possible.

But, you can’t balance the game around casual play.

The ability to garrison vills in manors would make British essentially unraidable when they’re already considered top tier in 1v1 as is.

The stuff for Spain is almost certainly a buff as well when Spain is also great in 1v1.

The French stuff is probably a buff, but harder to say without seeing how good the cav is.

The Dutch stuff is a huge buff late game. Skirms With a +60% damage buff vs other light infantry is crazy strong and would probably make them the strongest civ in the game in all modes that allow you to make age IV.

Bueno es que en esencia lo que queria hacer con Holanda era un guerrillero Unico que fuese eficaz contra toda la INF pero con un menor bonus llamado “Flankeur” y con respecto a España, fue más que nada para que no fuese tan redundante al tener tantas unidades contra caballeria (si, se que suena contradictorio encima poniendo al conquistador, pero si alemania tiene a los Chevauleger, por que no España obtuvo algo similar? y si, juego mas con amigos que en Clasificatoria y es por que al principio jugue bastante clasificatoria pero al final me senti muy frustrado y lamentablemente King un juego que no sea shooter no vive solo de clasificatorias, a aoe 3 le falto mas misiones coop, más campañas y otro tipo de modos de juego que yo habia pensando en uno y me gustaria escribirlo aqui

Sure, but PvP (in any context) gets super frustrating when balance isn’t even close. I also would have liked more campaigns and history battles, etc, but that doesn’t mean throwing out balance is good for the game.

cierto, pero lamentablemente por ahora solo se pueden decir que nos gustaria que el juego tuviese, pero sabemos que nada de ello se cumplira, que a todo caso, por mi hubiese sido genial que el mod de Napoleonic era hubiese estado en el DE de forma original