Fire Lancers are insane already. You can win lategame with only spamming them as they are just food heavy. You can throw them in anywhere, they are fast, they ruin siege, they ruin viallagers, they ruin buildings. Their Spirit Way buff keeps them alive better already. And now they end up with 7 ranged armor instead of 3. No, that’s insanity. This unit finally was kinda balanced, their performance vs buildings was just too great. And now they are even stronger.
This is a unit not meant to fight, but to raid. And they do that exceptionally well already. This change is completely stupid and needs to be reverted.
I updated my line to the ToV landmark. I have not tested it. But if influence gets extended by adding barracks, this is a very good change. If the influence stays the way it is like it is for French keeps, then this change is actually a nerf. I don’t know more yet.
Relic gold generation was reduced from 100 to 80 for all civs. That means HRE with Regnitz gets only 160 gold per relic. HRE normally aims towards 3 relics, while every further relic is a welcome bonus. Now they need 4 relics to have the somewhat same effect. This reduced HRE effectiveness by roughly one relic. And since all the other civs do not rely on relics (at least not as much) but consider them nice to have (or “better you than the oppo”), this is a massive HRE nerf which will render them a much less powerful civ now. This is their powerspike. Their feudal gameplay is bad compared to other civs, their only viable approach is to rather fast castle (naked or with some units), but the reason for it was nerfed significantly. HRE will now actually need to go imp even faster, which also became harder now. They will drop down in popularity and win rate, should this ever go live, because there is nothing to offset this big of a nerf. HRE’s powerspike was nerfed, while their lategame eco got ruined. Landsknechte are also even less cost efficient now, because you have way less gold now. This is bad across the board. One possible way to offset this would be an imp tech that accelerates relic gold generation for HRE. Otherwise this civ will be ###### Their lategame is already one of the worst, now their strongest civ bonus got nerfed by a lot. I really do not understand the devs here. Not at all.
If you nerf the core eco of a civ in regards of passive gold generation, you need to also nerf other means of it. The English just need to reach imp to get a much better passive gold generation. They do not even need to bother going for map control. If you nerf something that applies to all civs, while there is this one civs that really relies on it, you nerfed this one civ way more than the rest. And if you do not offset this, this civ will just be worse. There was no specific reason for the nerf but a general one. They did not say they nerfed relic gpm because of HRE. They mentioned a reason that applies to all civs. But HRE actually is the only civ that really suffers from this.
My point is: HRE was nerfed way more in comparison by a change that applies to all civs, without HRE being the reason for the nerf. That makes no sense and actually reduced the effectiveness of HRE to a level in which they might not be competitive anymore. Their gameplay was nerfed by a lot through a general change.
And what are you talking about? China only received buffs, not a single nerf. Mongols also were not nerfed.
Chinese (CHI)
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Fixed bug where CHI Grenadiers would not display proper visual effects when in shallow waters.
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Fixed an issue where the Great Wall Gatehouse Landmark could be permanently destroyed by destroying the walls surrounding it.
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Added two new hotkeys to Select and Cycle Imperial Officials.
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Barbican of the Sun Landmark help text now indicates it can be upgraded with weaponry.
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Imperial Official hotkey is now remappable in the Imperial Academy Landmark.
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Reduced Reload Drills Research time from 90 seconds to 60. Cost reduced from 1000 resources to 500.
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Fixed a bug where the Imperial Official could not manually drop off taxes at expansion Town Centers.
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Granary
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Now contains economic technologies.
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Now can be selected with economy building shortcuts.
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Spirit Way Landmark research speed bonus increased from 100% to 150%.
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Fire Lancer
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Fire Lancer ranged armor increased from 0 to 3.
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Elite Fire Lancer ranged armor increased from 0 to 4.
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Naval Rework:
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(NEW) Thunderclap Bombs (Replaces Extra Hammocks):
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Cost set to 200w 500g
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Research time set to 45s
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Baochuans gain a Nest of Bees Emplacement
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Replaces the technology Extra Hammocks, which has been moved to other civilizations
Mongols (MON)
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Fixed incorrect team color showing up on Mongol Ovoo.
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Units should no longer be able to get inside of or get stuck in large stone deposits when building and cancelling an Ovoo on them.
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Ovoo no longer affects villager counter.
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Piracy technology for the Mongols now gives resources every time and gives the correct amount.
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Villagers no longer attempt to construct an unpacking Mongol building.
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Fixed an issue where command card buttons duplicated after researching the Monastic Shrines technology from the Prayer Tent.
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Fixed a bug where players could build Ovoos on the same stone deposit.
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Added new hotkey to select all packed buildings.
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Raid help text now includes buildings that are destroyed while under construction.
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Early Horseman health increased from 100 to 110.
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Early Horseman damage increased from 7 to 8.
- Developer Note: We improved the dark age units to encourage more strategic options early in the game.
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Fixed a bug with Silver Tree text where it was stating a 100% bonus to build speed instead of the correct value of 50% faster production.
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Traction Trebuchet range increased from 13 to 14.
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Naval Rework:
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Piracy:
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Research time reduced from 60 to 30 seconds
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Gain 25w and 25g per killed enemy ship
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(Currently does not work for kills with Incendiary Ships)