that wasn’t directed at you at all, I like most of your suggestions
Oh lol. I can’t keep track of all the names and history of posts here, so I assumed that was directed at me.
You’re free to disagree of course, but I’d be right and you’d be wrong (lol jk).
if i was going to make a criticism of your list, it would be more italy buffs, probably to rework their unit upgrade cards to be less ridiculously specific. I’ve said it before and I’ll say it again, its a euro civ with an asian deck. Too many very specific unit upgrade for a bunch of mediocre units.
This is only true if you want to make them similar to other end-game musketeers. They should be noticably worse than soldados in offense (which they will be with my proposed changes), but better than soldados in defense.
Latest changes:
Ottomans:
- Increase cost of 5 Spahi card to 1,200f, or only allow 4 of them for 1,000f.
- Reduce Bashibozuk HP down to 160 (from 180)
- Increase cost of first settler rate upgrade at mosque from 50w to 75w
- Increase cost of first settler limit upgrade from 100c to 125c.
USA:
- Reduce starting food by 50f.
Increase unpacking time for:
- Capital wagon by 10s
- Meeting House Wagon by 5s
- Bank wagon by 5s
- TP by 5s
Aztec:
- -50f start
China:
- Increase unpacking time for Consulate Wagon by 10s.
Malta:
- Revert 1% XP nerf.
- Upgrade Age IV Sentinel card to 55% stat increase, +2 range and melee range, and +.25 speed.
- Upgrade Wall guns to have a +10 range to its aura
- Upgrade Advanced Commandery to also increase Commandery Stats by 15%
- Upgrade Auberges Card to also decrease train time of Commandery units by 10%.
- Decrease cost of German Tongue from 450w → 425w.
- Upgrade Dignitaries card to also slightly boost Hospitallers in combat: 5% more HP, attack, and speed
- Two church wagon card → Now Arrives Fast
Italy:
- Add +50f start
Lakota:
- Increase TeePee and tribal marketplace build times by 3s each.
Haud:
- Increase unpacking time of Warhut by 3s.
Portuguese:
- Give 5% hunting bonus back.
church tech doesn’t affect wall guns just their hp and damage. So a straight +4 range from wall guns seems resonsble.
That would be OP. Defending behind walls is too resource efficient. Maybe they can give an HP auro that boost walls like haude explorer has
My point was if the new wall guns effect I was suggesting was combined with the church tech they’d get the range from enemy outputs/TCs too.
I wasn’t suggesting a straight +4 everywhere as that would contradict the unit’s core design. Though I’d take what I could get.
I don’t think that should be the case, Wall guns on friendly walls make sense since you can use gunpowder depots for added rate of fire with the extra range. The problem is that wall guns isn’t as effective as it should be.
In team game aspect,
organ gun need the gatling gun treatment, NOW.
the organ gun is exactly gatling-before-nerf which kill cav too efficient
in fact, it even has the speed to hunt back culv.
Organ Guns are like gatling guns for the USA, a unit that’s so cost-effective it needs nerfing.
But let’s address the other Portuguese issues that’s putting them in the bottom 5 civs.
https://forums.ageofempires.com/t/the-change-organ-guns-need/253888
Curious if you like this suggestion.
UPDATED:
Ottomans:
- Increase cost of 5 Spahi card to 1,200f, or only allow 4 of them for 1,000f.
- Reduce Bashibozuk HP down to 170 (from 180)
- Increase cost of Mosque first settler limit upgrade from 100c to 125c.
- Increase cost of Mosque first settler spawn rate time from 50w to 75w.
USA:
Increase (nerf) unpacking time for:
- Capital Wagon by 10s
- Meeting House Wagon by 5s
- Bank Wagon by 5s
- Mill Wagon by 5s
- TP Wagon by 5s
Aztec:
- -50f start.
Lakota:
- -50f start.
China:
- Increase unpacking time for Consulate Wagon by 5s.
- increase train time for Disciples by 2s
Malta:
- Revert 1% XP nerf.
- Upgrade Age IV Sentinel card to 55% stat increase, +2 range and melee range, and +.25 speed.
- Upgrade Wall guns to have a +10 range to its aura
- Upgrade Advanced Commandery to also increase Commandery HP, Attack, Range, LOS, & RoF by 10%
- Upgrade Auberges Card to also decrease train time of Commandery units by 10%.
- Decrease cost of German Tongue from 450w → 425w.
- Upgrade Dignitaries card to also slightly boost Hospitallers in combat: 5% more HP, Attack, & Speed
Italy:
- Reduce Architect cost -5c from 170c to 165c and spawn rate (buff) by 3s.
- Fix Economy Statistics on post-game screen to include resources generated from Lombards
Ethiopia:
- Reduce Palace Wagon unpack time by 5s
- Reduce Abun train speed by 3s
- Reduce Grainery build time by 5s across the board, increase range of effect by +4 LOS
- Reduce Field build time by 5s across the board
Inca:
- Reduce Kancha House cost from 170w to 165w.
- Increase Kancha House HP from 1600 → 1650.
- Give Inca War Chief +1 melee range and 1 area damage on hand attack per age-up.
- Decrease (buff) base Priestess spawn rate at the Community Plaza by 15%.
- Increase Bola Warrior base speed by .25.
- Reduce cost of Plumed Spearmen by 5f, from 100f 25w to 95f 25w.
- Decrease cost of Huanka Support (Second TC + Warhut in age 2) from 500c to 450c.
- Decrease cost of big button upgrade on Kancha house from 250f/250w/250c to 225f/225w/225c.
- Increase Kancha build limit from 12 → 14 upon Kancha Brewing card being sent.
Russia:
- Reduce cost of batch villagers from 260f to 255f.
The only thing I see as a problem is Malta. They’re doing extremely well with 2100+ elo players when they use the double-hospital pike-crossbow build orders.
While i may not want exactly this, seems like a pretty reasonable ask with solid reasons and not so crazy changes that the meta can do 180s.
All I’d add is make great bombards train slower like 10% slower and give more xp on kill. Criminal that they go as fast as heavy. I know treaty otto aint special so can give it back in some capitol tech or age5 upgrade if too much.
P.S. abun did you mean increase? Cause Ethiopian eco already cracked as is. Not that 3 seconds makes much difference
+10 has got to be a mistake. Right? Or do you actually want 23 range musks in age 3… most you could reasonably consider is likely +4. Maybe +5 but that’s probably pushing it a bit.
Edit: apologies, I misunderstood. You intended to increase the walls’ aura range. Never mind. I have no idea if that’ll be too much or not.
Are you able to post a video or stream with this happening? Would love to see it. Sounds like it can currently be capitalized at the highest levels of play. Most of the changes i proposed were for low value cards or the late-game.
It is a gimmick build, something that can be nerfed by just increasing the cost of hospitals.
I’d agree to make hospitals 125w as long as they give all of the other buffs I suggested, most of which strictly affect mid to late game. They’ll need it all the more if hospital cost is increased (reducing early game tempo).