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.

3 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).

1 Like

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

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.