Hey guys,
I thought about what currently the worst cards are and possible ways to “fix” them. I collected my thoughts in a Video ;). I also attach the script at the bottom, if you prefer to read. What is in your opinion the worst card in the game right now and how would you fix it?
(Also see the Esoc Post)
Worst Cards:
10 - Peace of Münster (Dutch, Age 1): 1 envoy + envoys can construct military Buildings + tps.
This card saves some Villager Seconds in early game and allows in the late game for funny /sneak attacks. Overall it seems very mediocre, especially considering you would need villagers at the front in lategame to build towers/walls. This can be mitigated by using age 4 fort card, which allowes your Explorer to construct outposts and forts.
To make it completely viable, it could increase the envoy limit by 5 and enable them to construct walls, so you dont need front base villagers anymore. But really it might just be viable, since it is incredibly good with dutch if you can keep your overpop Villager (Age 4 Politician)
9 Advanced Estates and variants:
Increases Estates Hp and reduces cost by 200 wood. Allows Estates to be built in Age 1
Hp on Estates doesn’t matter, because when your estates are attacked you lost anyway (90% of the time) and during raids estates are not a target, but rather the villagers which are working on the estates. 200 wood/ mill saving means you need to build around 4 estates for this card to be better than an age 2 wood shipment. In lategame in total you save a maximum of 2000 wood with this card (= 10 estates). In this scenario a wood chopping card is almost always better. For this card to be decent it either needs to give a gathering bonus or it would have to allow villagers being garrisoned (and maybe even shoot)
8 Advanced mills
Increases Mills and reduces cost by 200 wood.
Same as Advanced Estates, only even worse
7- Zen diet (Japan, Age 2): Replaces the food cost of Villagers with a cost of 60 wood.
Japanese are stretched for wood early and the cost reduction isn’t enough to justify putting it in. It is a bad medicine Type card, which doesnt reduce the traintime of villagers, and medicine type cards are only used in niche cases anyway.
Could be improved by also granting train time reduction, so it would be on a similar power level as medicine. Probably will still always suck, because you are stretched for wood anyway with japan and putting in a boom card means you either send it when you are already winning or you send it instead of another boom card (which is almost always worse)
6 - Akincis (Ottoman):
Cav Archer deal 100% damage to Villagers. It makes CA a lot better in situations where you typically don’t use them. Raiding with CA/ Dragoons is just not common and sending an age 3 card to make it somewhat viable is not worth it, since it is countered very easily by some walls. It feels like you are always better of just making huss if you want to raid. This card would be decent if it also gives an increase to the overall attack of cav archers, something like 10% - 20%.
5- Florence Nightingale:
Florence Nightingale (British - Nearby units are healed)
Healing in AOE 3 is not useful in a lot of scenarios, because army sizes quickly reach a point where it is impractical to pull single units back and heal them up. Also the high value units (canons) are hard to keep alive and oftentimes you would only start to retreat once these are dead. Healing on houses means you have to go back and stay close to your base until your units are healed or spend a lot of actions filtering out the weak units and sending them back. Also remember even a 1 hp unit does full damage, especially ranged units stay alive surprisingly long with little hp, if the enemy is not specifically alt-microing. Another downside to this card is that its age 2, which is filled in a british deck with cards, since the game plan with britons typically is to stay long in age 2 and boom/ pressure. This card also is useless in late game, since you would rather retrain units than keep them idle for long.
How can you make this card better? My best idea is that in addition to the effect you get a padre healing unit. Alternatively you could enable them to train priests with a limit of 5 and at a highly reduced cost (-75%).
4-
(Sepory Resistance: Villagers - Sepoys (2000 wood) alternative)
Transform your villagers into military card, There are several, but i will just talk about the worst
Japans “Forty seven ronin” (1000 ress of all)
Villagers shrines → Masterless samurai Guardians, Castles → Woukou Ronin, Wonders/TC → ronin’s
So with this age 4 card you sacrifice all your eco, wonders and castles into melee infantry. It can be used to finish the game and you will roughly get 70-100 Melee infantry units. Sounds good right? Well with japan if you reach age 4 and are boomed you are often in a pretty comfortable spot. The weakness for japan is usually reaching that place so it is in the best case a “win more” card. The real problem is though, that you get melee units, you loose (if you dont have a shogun) your HC’s shipments, and even if you have them, you dont have any population space to send something or to build something. And that also wont change, because you dont have any eco to build something (or you save 500 wood…but even then you can only send when your population is lower than 10). So this card is basically super duper all in, it is even more all in than most revolutions (!!!). You send it, go full yolo and hope to beat your opponent with some meme samurai action. I think its fun, but its also not something you would include in your deck when you want to win a competitive game. To make it somewhat bearable would be to not make the buildings transform into the units, but rather let them spawn the units. This means that at least you can recover a bit (even though the TC’s and Wonders spawning ronins might be broken, so maybe it would be necessary to let them only spawn wokou ronins)
Now we get into the top 3 territory, where i just want to mention a few bad cards which are pretty bad, but maybe have some niche use i am not seeing.
Honorable Mentions:
Call to arms (India Age2): Loose buildings, then get militia
Advanced Market: Better market rates???
Master Surgeons: noone uses priests, so how about expensive priests
Leather soldiers (Mexico, Age 3): Changes coin cost of military to wood and back. Increase the food equivalent ress of your units for only the small cost of a shipment
3- Warrior Culture:
Age 4 card (haudeno / Lakota / Aztec): gives your villagers + 20 attack, means they do as much damage as age 2 musketeers. What is the idea of this card? So you use your villagers to attack and finish the game? Do 40 age 2 musketeers really decide the game in an age 4 setting (i would say no?), especially if you have to sacrifice your eco for it. Is it to deflect raids? But i mean how scary are age 2 musks against age 3 or Age 4 raids? Not very. So i havent seen this card used and i also dont see a situation where you would want to include it. To make it useful you could move it to Age 2, so maybe you could do some crazy timings
2 - Ninos Heroes (Mexicans, Age 3):
Every time your Hero is knocked out a militia spawns. So with this card you get in total around 5 militiaman, which additionally spawn alone? And that for an age 3 Card. Seems completely useless. To make it useful it would have to be 5 militiaman? But then it could be broken
1- Azekura: Shrine HP increased by 20%
Why? Noone even uses advanced buildings, which gives 40% to all buildings, so why would anyone consider 20% only on shrines? Honestly feels like an insult to japan players, after 100 nerfs to shrine hp to give that card to japan - To make it worse its an age 2 card, which makes it even more difficult to fit in a normal deck. To make it useful it could be +100% hp on shrines or to give back wood when shrines are destroyed (like 20% of building cost)