Since the Devs have finally remembered there’s a game called AOE III DE after 8 months of silence, I think it’s the perfect time to introduce my thoughts on how to make balance patch. Note that this patch is mainly focused on NR 40 treaty games. The changes are made to have as little impact on SUP games as possible, although interventions in SUP games are unavoidable.
GENERAL CHANGES
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Large number of Hotkeys fixes - they are plenty of units who have broken hotkeys or don’t have any at all: Multiple Rifleman, Russian Fort infantry, Russian Tatar Archer, Multiple Royal Dragoons, Mexican Eagle/Jaguar warrior, Indian Tigers…
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Infinite Industrial Native Warrior shipments: The amont of the troops delivered by the shipments is adjusted so it meets the value of 1700g (e.g. 10 rattan shields = 1100g → 15 rattan shields = 1650g)
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Merc Native Warriors The build limit of the Native Warriors delivered by Industrial Infinite Native Shipments is set to 1.5x of its delivery count (few units on field no longer prevents the card from being sent)
EUROPEAN CIVS
PORTUGUESE
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15 Tupi Allies (IV): Amount increased 15 → 17
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Bandeirantes (II): Moved to Age IV and delivers 2 Explorers (from 1).
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Ordenanca (Church tech): Rifleman and Pikeman traning time reduction adjusted -30% → -20%
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Ordinance Rifleman: Cost set from 35f 35w → 40f 40w
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Order of Aviz (IV): Also enables Carbine Attack Tactic action for Dragoons, makes them inflicting 10% more damage to enemies. Dragoons will prefer using melee attack when facing a close enemy.
Ordenance troops are one of the worst units in terms of design DE introduced. It completely killed the natural spirit of Port - the good use of range. Port has strong ranged units, but the problem is that skirms goons and arts cant fight alone without frontline units. Port cav and musk and too weak to ever be mentioned, so the explorer spam comes to mind. This is what makes Port an unique civ and not a crube imitation of Russia.
DUTCH
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Dutch States Army (III): No longer reduces tranining time of Mercenary units, no longer increases the cost of Dutch Infantry and Cavalry
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The Viceroy (Age IV Politician): Also adds 5 settler Build Limit.
Another example of unit insta-spamming. This feature should only belong to Russia. The changes made to Dutch States Army indicates that Dutch can have a mixture of Mercenary units and standard Dutch army. So far im not concerned about its strength, because Mercenary units are simply cost inefficient.
RUSSIANS
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Sevastopol (II): No longer reduces the build time of walls. Block House build limit +2
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[NEW] Shlisselburg Fortress (Fort tech): Enables Fort Aura: Infantry base damage +10% near Fort.
Reducing wall spamming that often leads to OOS while improving the gaming experience. Constructing Forts now makes more sense as it not only distracts enemy, but also gives some additional benefits.
ITALIANS
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Carabinieri (Church Tech): Carbine Cavalry replaces Dragoons in Stable.
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Papal Arsenal (IV): Papal units shipment research points -33% → -70%.
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TEAM Cavalry Damage (II): Increases ALL Cavalry Damage instead of increasing Heavy and Light Cavalry Damage.
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Papacy (Church tech): No longer increases Basilica build time. Lowers Architect pop cost by 1 instead.
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Imperial Bersaglieri (V): Reduces cost by 5 gold.
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Papal Bombard: Pop cost 8 → 7.
Italy lacks of frontline units same as Port. Most of its cards and tech give damage. Should the squishyness and high damage be part of Italy, then they should be supported by some stronger frontline units. -70% research time ensures that most Papal units arrive within 10 sec (they share the same queue with normal shipments though). Italy is designed as an offensive civ, so these buffs should help Italy actually being so.
MALTESE
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Squires (III): Maltese military buildings’ training and research work rate increased 80% → 130%, Artillery Foundry and Fort research work rate reduced by 50%
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Extensive Forfitication (II): Renamed to TEAM Extensive Fortification, now increses the Build Limit of Outpost, Block House, Castle and War Hut. For Malta: Outpost Build Limit +5, Fortifications’ HP +25%.
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Rockets (IV): No longer increases Sentinels’ stats, Instead, reduces Sentinels’ pop cost to 1 while increasing its tranining cost by 40%.
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[NEW] Christian Coalition (IV): Grants Master an ability to place Inspiring Flag that increases MAX Damage and MAX HP of all allied military units within range by 5% and all allied military buildings within range by 10%.
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Fixed Gun: Pop cost 6 → 5
Max stats with all buffs and 23 cards sent. The cost is 86f 56g.
Malta is a really problematic civ. It not only is weak af, it is also bound to Forts and cant fight elsewhere. Work rate of all military buildings is increased while Fort and Artillery Foundry remain unchanged. This should allow Malta to split army in the humblest way. A team card is also what Malta needs, so there it is. Sentinels should now act weak and be cost inefficient in early game (when the treaty ends), gradually growing into a decent unit as the cards are sent. Hopefully its cost is not broken.
GERMANS
Prince Electors (I): Also increases Native Embassy Build Limit by 1.
Tilly’s Discipline (Church Tech): Now only influences Doppelsoldner, extra movement speed and Infantry cost replaced by extra Doppelsoldner movement speed and cost
TEAM Cavalry Damage (II): Increases ALL Cavalry Damage instead of increasing Heavy and Light Cavalry damage
Having the native units queueing in Native Embassy is annoying. Hopefully the additional Native Embassy relieves that. The Doppsoldner build could be an option now. Making the team card affect all Cavalry is due to that some units (Rifle Rider for example) holds both Heavy Cav and Light Cav tag.
FRENCH
10 Huron Allies (IV): Now delivers 10 → 11 Huron Mantlets
Ancien Regime (I): Also increases Native Embassy Build Limit by 1
BRITISH
13 Cherokee allies (IV): Delivers 13 → 14 Cherokee Riflemen.
4 Hannover allies (III): Card removed.
Imperial Redcoats(V): Also enables Volley Fire Ability for Musketeers.
[NEW] Volley Fire:
When fully charged, the next attack will inspire surrounding allied Infantry, slightly increasing their movement speed and attack speed for a short period of time. Can be stacked.
The Black Duke(Age V Politician): Delivers 13 Totenkopf Hussars instead of 6 Drummers.
The ability is intended to replace the Drummers, so the buff can only be obtained by making musketeers to prevent camping with Rangers.
SWEDES
- Nothing - Balanced civ
SPANISH
- Nothing - Balanced civ
OTTOMANS
- Nothing - lacks of useful team card, but nothing comes to mind
ASIAN CIVS
JAPAN
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Genbukan Doujo (III) : Moved to Age IV.
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Renpeikan Doujo (III) : Moved to Age IV.
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Sword Saint (III): Moved to Age IV
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Bloody Harvest (III): Also increases Naginata attack range by 1
Samurais have many military cards, but none of them can be taken. Thats why the Age III Card slots are released, so the Samurai build is actually available.
CHINESE
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Hire 10 Rattan Shields (IV) : Now Delivers 10 → 15 Rattan Shields.
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Provincial Government (Village): also increases the herdable gathering limit by 5
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Flame Throwers : Removed Infantry and Ranged Infantry tag.
China now can finally fatten all of its Goats and Buffalos at the same time. Honestly the biggest dissapointment about China is that its units are too archaic. The non-archaic ones are either too expensive (double cav) or are simply weak. So the only option left is spamming the Mongolian army + Standard army. I cant find a way how to enrich China troops without impacting SUP mode.
INDIANS
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2 Mysorean Rockets (IV) : Costs 1000f → 500f
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Mughal Elephant Armors (IV) : The armors also influences Native War Elephant.
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Pet Tigers : Cost set to 110f (from 120f). (Upon reaching Industrial Age, Tiger’s training time is reduced by 50%)
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Pet White Tigers : Cost set to 115f (from 125f).
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Mansabdar Units: Now can be delivered as shipment in Charminar Gate (like Papal units, enabled for Age V Charminar Gate only).
Imagine Brit can have 2 free Rockets…
India’s biggest weakpoint is that it has no useful Cavalry units. War Elephants train too slow and cost too many pops and most of time are being focused heavily. The Tigers could potencially do the Cav job. Now the Mansabdar units dont have to walk across the map just to die again.
WARCHIEFS
LAKOTA
- 13 Bisons (IV) : Delivers 13 → 10 Bisons
Optimized the pathing logic for settlers: They are less likely to cluster around a single bison, thus improving gathering rate
Lakota’s eco is still based on how laggy the room is. But now requires less vill micro during fight.
AZTECS
- Chests of 1300 coin (IV): Renamed to TEAM: Aztec Treasure . Now arrives in 60s → 40s, delivers 1 Aztec Treasure Chest (100g) for your team, Aztecs get extra 1000g.
Snowballing the enemy benefits more.
INCA
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15 Tupi Allies (IV) : Delivers 15 → 17 Blackwood Archers.
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Team Inca Bridges (II) : Card Removed.
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Road Building (III) : Reworked as TEAM Road Building . Now influences the whole team, increase 5% speed of Land Military (from 10%), Incan Land Military gain extra 5% speed.
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Chachapoya Support (IV): Now adds 0.2 Siege Armor to Huaraca (from 0.1).
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Legendary Chimu Runner (V) : Reduces cost by 5 food.
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Legendary Plumed Spearmen (V ): Reduces cost by 5 wood.
Comprehensive buffs for Inca.
Haudenosaunee
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Siege Construction ( III ) : No longer reduces the pop cost of Rams and Mantlets
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1500 Res Crates (IV): Amount of resources reduced to 1200
Iro deserves more nerfs than this. I wouldnt be surprised if Mantlets got removed completely.
MEXICO AND USA
MEXICO
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Tlaxcala Alliance ( Age II Federal ) : Increases Native Embassy Build Limit by 1, Conquistador pop cost set to 2
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Aztec Pueblos ( Age IV Federal ) : Increases Native Embassy Build Limit by 1, Eagle Warrior and Jaguar Warrior pop cost set to 1
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Vigilantes (RG): No longer reduces the cost of Salteador by 5g
Apart from eco, the most broken thing on Mexico is Chinaco. Statwise they dont even pull attention. They are OP due to their mechanics. While they almost neglect the counter system, every newly trained Chinaco has fully charged ability, and this easily results in snowballing. Im afraid that any nerfs on Chinaco mechanics could just delete it.
Since Bourbon and Prince elector units cost pop count, it should also apply on Mexico
USA
- Tammany Festival ( Age II Federal ) : Increases Native Embassy Build Limit by 1, Cree Tracker pop cost set to 1
AFRICAN CIVS
ETHIOPIA
- Ignatian Spirituality (IV) : Renamed to TEAM: Ignatian Spirituality :Affects the whole team.
Ethiopia definitely needs nerfs, but I havent come up with any ideas, nor do I know how to buff Hausa.
HAUSA
Revolutionary Civs
Napoleonic France, Canada, Finland, Meiji Japan (WIP). I have made too many changes to these civs, so I will just take some screenshots