So since January and the hotfix we don’t have more balance changes yet, buts still that doesn’t means that some balance suggestions are going to be ignored anyway, so let’s start (Remember, all of this is purely optional)
Steppe Lancer (Standard and Elite) gain +4/+6 attack vs villagers and trade units.
Elite Steppe Lancer upgrade food cost reduced to 700, gold cost unchanged.
With the upcoming gold discount for them, these changes would make them more filled in a more consistent niche.
Eagle Warrior food cost to 35
More nerfs for mesos are fine.
Maghrebi Camels food cost reduced to 600, gold cost is the same.
Compared to Zealotry, Maghrebi Camels is a bit costly yet less effective to be realistic.
Either reduce the Stable or economic techs discount to 33%, or make the eco tech available as normal civ.
Most people don’t believe it, but Burgundians has a chance to be really broken at TGs, combine that with their team bonus and the Burgundian Vineyards effect on farmers, is completelty a snowbally effect, especially with earlier paladins.
Flemish revolution now allows to turn villagers into Flemish militia rather than converting all villagers. (To just make this tech more on line of AOE 2 gameplay still being the reference of AOM Norse gatherers).
Coustilier speed to 1,4. to be on par with other cav UUs.
No idea on how to improve this civ, the Arambai alone is an awful concept in its current state (either to niche or too OP) and I’m not fan of 100% damage of missing shots, is kinda too rewarding an unit for little micro in a big way.
Arambai wood cost turned into food cost, Missing Shots only do 80% damage.
Free Town Patrol, the community won’t be happy until this is done.
Elite Cataphract training time reduced to 17 seconds.
Free Town Patrol is obvious 11, and if you compare to other heavy cavalry units in its elite form (Coustilier, Leitis, Keshik), the Elite Cataphract training time is rather slow.
Cataphract speed to 1,4.
Strongholds now affects Town Centers.
Tech thematically incomplete, and Celts lack Bracer anyways.
Everyone discuss on how nerf civs that don’t need nerf but none talks about China, this civ is too overpowered, the higher level you get, the more broken they are, their UU is clearly OP but all are conservative on nerfing them.
Chu Ko Nu cost to 50 wood, 45 gold.
Huntables contain 30% more food.
Elite Kipchak ROF to 2.0 (from 2.2).
A thematically fitting bonus for their nomadic theme, Cumans just need some dark age bonus, while their feudal TC is more like their booming bonus.
Another tricky civ to buff without making them OP at closed maps and water maps.
War Wagon (Standard): reduced attack to 7, building damage extra attack reduced to +3.
Koreans lose the wood discount, replaced with: Each Lumbercamp technology grants +3 carry cap to Lumberjacks.
The former wood discount to war wagon and turtle ship are now default.
Currently the 2 castle WW is nearly broken on Arena and need adressing, the wood discount, compared to gold discount, is weak, plus that proposed eco buff still fits the theme for wood heavy units.
This civ is perfectly balanced, but people still feels them too strong (Cough…Cough Ornlu), so to give them a weakness in fedual age, move the extra speed of spear/skirm to castle age, in this sense their feudal age is the same as others but still with top tier scout rush, plus is harder to them to take map control to get the relics.
Another thing is remove Champion and Elite Cannon Galleon, they weren’t know for their foot soldiers and navy, plus their infantry is already weak without supplies and last armor upgrade.
But TBH, Lithuanians are fine as they are.
BRING BACK THE 1.45 SPEED FOR ELITE MANGUDAI!!!
Longer lasting resources reduced to 10% (from 15%)
Archer discount reduced to 10% in feudal/15% in castle/20% in Imperial.
At 2k ELO, Mayans are still absolutely top tier civ and need nerf.
Battle Elephants now cost 35% less in Imperial Age (was 40%).
Malay Battle eles now cost nearly the same as a Steppe Lancer…
Now they can build only one Feitoria.
Currently the Feitoria is broken on water maps yet unused on land maps, you just can only make one at the end cuz you need pop space for military and villagers.
Mameluke cost changed to 75 food, 60 gold
Mameluke (Standard and Elite) training time reduced to 18 secs and 16 secs.
Compared to other ranged units like Arambai, Mameluke is really expensive and hard to mass properly.
Boyar cost changed to 65 food, 70 gold.
Other heavy cavalry units got the cost modified to be more viable but Boyar don’t
New Bonus: Ballistics and Chemistry don’t cost gold.
Conquistador affected by the fast firing Bombard Cannon/Hand Cannoneer bonus.
Compare Spanish with other gunpowder civs (Turks get free chemistry and the Jannissary is affected by both a civ bonus and team bonus, Portuguese research both Ballistics and Chemistry faster, and the Organ Gun is affected by a civ bonus and unique technology, hell, even Italians have cheaper gunpowder and cheaper ballistics and chemistry.), they don’t have tha thematic characteristics.
Receive Thumb Ring
Sicilians will continue to be very weak until they receive Thumb ring.
First Crusade no longer grants extra resistance to conversion and free serjeants. But now makes every destroyed military building to spawn 3 serjeants.
Scutage no longer grants the extra gold per military unit, but rather makes killed infantry to return 35% of their food cost.
Is simple, those techs have only one use, not worthy to investment, plus the First crusade conversion effect is just a poor copy of the Teutons TB.
Elite upgrade of Jannissary and the Artillery tech affected by the cheaper gunpowder techs (Base cost of both increased to balance it).
With the upcoming change of Chemistry and Cannon Galeon, the bonus will be utterly pointless (Basically the elite cannon galleon and bombard tower techs will be the only ones affected… is sad) plus another buff to Jannissary is welcomed.
Warships discount in feudal age reduced to 10%
Team Bonus reduced to 10% cheaper docks.
Currently Vikings are too strong, especially on water and need nerf.