I'm working on a new mod which features 5 new civs, many new techs, new units etc.
Forgotten Empires is required to play this mod.
Progress:
New civs = 95%
New units = 0%
New techs = 90%
Balance changes = 100%
Gameplay changes = 10%
New graphics = 0%
GAMEPLAY CHANGES (changes to AoFE 2.1):
-...
This list shows which civ is good against which civ. It is still incomplete.
Ships, Monks, Structures and Eco not considered.
AZTECS
Strong:
- Onagers
- Swordsmen
- Eagle Warriors
- Jaguar Warriors
Weak:
- no Cavalry
- no Gunpowder units
Good vs:
Weak vs:
BRITONS
Strong:
- Archers...
I think they shouldn't get more HP, they should become anti-cav-resistant like Cataphract but not the bonus damage vs infantry. -6 secs train time would be also nice.
I have updated the rankings:
SWORDSMAN RANKING:
1st tier
1) Goths: Champion, Blast Furnace, Chain Mail Armor, Perfusion (Barracks units created 100% faster), Bonus (Infantry +1 attack vs. buildings), Bonus (Infantry cost -35% starting in Feudal Age), Team Bonus (Barracks 20% faster)
2)...
The game is overall very well balanced, but there are still a few unbalanced things:
- Guard Towers and Keeps should benefit from Hoardings (almost nobody builds them, unless he is korean)
- Berserkergang should cost only 400f/450g (this tech is too expensive for its effect)
- Franks should...
I wanted to compare the military power of the new AoFE civs with the old ones and was curious which effects the new techs have (e.g. Teutonic siege is now better due to Ironclad).
Also, during MP-games it takes time to look at the tech tree and check the military power of your civ.
So I decided...
Give britons either acess to hand cannoneers and bombard cannons or paladins, they need sth for post-imperial.
Turkish cavaliers should lack plate barding armor.
And don't give mangonel the ability to cut down trees. Huns and Turks are still strong enough (if not op).
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