AOE-HD AoE2HD: The Forgotten | Official Balance Discussion

BelgiumCysion

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Apr 30, 2010
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#1

Hey all, with AoF becoming an official part of the AoE2 franchise later this year, it's a good time to see how balance can be improved further :smile: First of all: things that are said in this topic are part of a discussion, and no guarantee whatsoever that they will be implemented! And also important: let's try to make it an open discussions where people can openly brainstorm about options. Shooting down new ideas right from the start does not lead to a constructive result. Instead, try to point out the flaws, but give advice on how his/her suggestion could work out instead. Flaming etc will be deleted as usual.

I'll start off with some ideas/issues that could use some discussion:

Koreans - Early game
Do they need a boost in early game and if so, what? Some sort of military boost? An economical bonus, one that lasts through the ages or not? Maybe a technological bonus? The same can be said for Saracens and other early-impaired civs, but Koreans are of course, the neediest ones.

Koreans - Team Bonus
The other topic had a good discussion about this, and while the +1 range was really a nice TB, it was a bit strong in some situations. Post-imp most notably, with Celtic and Korean siege being pretty much invincible. So either we go for an alternative, or we toss in another way to not make these post-imp SOs so out of whack =)

Base Infantry - Use during the castle age
The champion line and UU infantry units are just not used during the castle age, except in rare occasions and when playing around with Huskarls. I believe it would be nice if longsword men had a use besides "a stage to upgrade towards champions". However, keep in mind that due to their nature (slow speed melee & vulnerable to archers), their use will always be more situational than widespread.

Water maps variation - Dark Age Transport Ships
This one I've been toying around with for a while, water maps are very straightforward in AoC. You either play galleys or you're taking a risk, usually dying, trying to be a hero with a different strategy :P I believe Dark Age transport ships could open up things a bit here. There's an option for the not-so-strong early economies to launch a surprise attack without being confined to water. It won't however, be a silver bullet, since you still need to take into consideration: go aggressive early on with a transport, or spend that wood on fishing ships?

Dark Age Laming - Boar Stealing
Okay, controversial one here :D First of all: the stealing of a boar requires skill. For the life of me, I can't steal a boar properly, while some guys can do the tour de France with a boar chasing them. However, the placement of the boar is all about luck. If you have 2 boars in the back, it's very hard to steal them, but if you have 2 boars in the front, it's pretty much a present for your enemy. So all factors together, it still boils down to luck, which isn't fun in a strategy game :P In AoFE, boars currently have a higher attack vs scouts, which helps a bit, but it's not the perfect solution. Would disabling boar stealing all together be an option or not? (in the same way scouts can't kill deer (this was possible in AoK but disabled in AoC for laming reasons).)

There's more to discuss and please feel free to discuss more items, I'll add them to the list in the main post if they have enough buzz.
 

Unknown_JoHnNy_

New Member
Nov 7, 2011
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#2
I like the idea of making longsword a more used unit during castle. History-wise, infantries are won through numbers so maybe make them cheaper and reduce their attacks a little to compensate
 
Sep 15, 2010
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#3
- No palisade/farm scouting
- No view of dead wolf
- near tc wood shouldn't disappear till then palisade wood doesn't build
- resources shouldn't be lose till then you reached and start hitting on different resources (missclicking and loosing resources)
- provide stances to spanish villagers(attack/defend/work)
- rewind button in recording
-can see chatting in recording if we switch to other player
 
Jun 15, 2008
7,671
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#7
1. Cavalry archers base cost = 40W 60G (instead of 40W 70G).
2. Huns CA cost -10% castle age/-20% imperial age (instead of -25%/-30%).
3. Palisade walls cost 3W instead of 2W.
4. Stonewalls cost 6S instead of 5S, take +2 seconds to build (8s changes to 10s).
5. Vikings warships cost -10%/-15%/-20% in feudal/castle/imperial (instead of 20% in all ages).
6. Vikings team bonus changes to docks cost -15% (instead of -25%).
7. Aztecs creation bonus becomes null in dark age, 5% feud/10% castle/15% imp (instead of 17% in all ages).
8. Aztecs free loom removed, start with +50 gold.
9. Mayans archer bonus becomes -10% feud/-15% castle/-20% imp (instead of 10/20/30), team bonus walls cost -33%.
10. Saracen market costs only 100W.
11. Korean foragers work 25% faster.
12. War wagons cost 100W 70G (instead of 120W 60G).
13. Turks scout cavalry-line +2 attack vs archers.
14. Franks fishing ships cost -20%, knights +25 HP, cavalier +30 HP, Paladin +32 HP, get squires.
15. Crossbow upgrade costs 150F 125G (instead of 125F 75G).
16. Knight-line speed reduced to that of conquistadors.
17. Camels cost 50F 60G (instead of 55F 60G). Heavy camel research time -50 sec.
18. Teutonic knights move 10% faster. Non-elite TKs have 75 HP (instead of 70). Teutons get siege rams.
19. Costs: Squires 150F (instead of 200F), Husbandry 200F (instead of 250F), Tracking 50F (instead of 75F).
20. Houses cost only 25W, -150HP.
21. Mangudai and elite have the same missile delay as that of plumed archer.
22. Elite versions of mamelukes and janissaries missile delay increased, becomes equal to that of their non-elite versions.
23. Throwing axemen move 5% faster, non-elite missile delay decreased to that of elite version.
24. Siege Rams have 250 HP only (instead of 270 HP).
25. War elephants have 500 HP (instead of 450). Elite upgrade costs 1400F 1200G (instead of 1600F 1200G).
26. Sword-line except militia move 5% faster.
27. Longswordsmen have 60 HP (instead of 55).
28. Berserks/Elite base HP becomes 55/65 (instead of 48/60), get +2 attack vs cavalry.
29. Berserkergang cost reduced to 500F 500G.
30. Non-elite Tarkans have +10 HP, +1 attack. Elite has +1 attack. Tarkans move at cavalry archer's speed.
31. Longbowman trains in 17s (instead of 19s).
32. Elite Janissary trains in 17s as that of janissary (instead of the 21s for elite).
33. Elite conquistadors +1 attack.
34. Turtle ships cost 160W 160G (instead of 200W 200G).
35. Market bottomline price without and with guilds becomes 20/24 (instead of 14/17). Saracens 27 (instead of 19).
36. Fireships move 10% faster.
37. Demolition ships +1 armor vs ships.
38. Eagle -1 LOS before castle age.
39. Mongol team bonus gives scouts +1 LOS (instead of +2).
40. Japanese get gold-shaft mining and guilds.
41. Huns and Goths lose trademill crane. Japs and Vikes get it.
42. Teutons lose TC LOS bonus.
43. China gets TC +5 LOS.
44. Celts wood bonus reduced to 12%, siege weapons attack 15% faster (instead of 25%).
45. Goths get new bonus: Fireships +10 HP.
46. Petards cost 60F 20G (instead of 80F 20G).
47. Non-elite mamelukes have 8 attack (instead of 7).
48. Persians get fortified walls.
49. Missionaries +15 HP, heal at same rate as monks.
50. Longboats base cost 90W 40G (instead of 100W 50G).
51. Elite chukonus have 55 HP instead of 50.
52. Hand cannoneers, conquistadors, janissaries - initial fire delay increased to that of skirmishers.
53. Elite plumed archer upgrade costs 600F 1000W (instead of 500F 1000W).
54. Monks (and missionaries) average conversion time increased from 8 to 9 sec, conversion randomness reduced, minimum conversion time increased from 5 to 7 sec.
55. Mongols CA firerate bonus (affects mangudai too) decreased to 15% (from 20%).
56. Two-Handed Swordsmen have 12 attack (instead of 11).
57. Elite Eagles move 3% slower.
58. Jaguar Warrior 55 HP (instead of 50).
59. Chinese get bombard cannons.
60. Bombard towers cost +25 Gold.
61. Guard towers +150 HP, keeps +300 HP.
62. Cannon galleons cost -50 Wood.
63. Turk gold miners work 20% faster (instead of 15%), team bonus reduced to 15% (from 20%).
64. Scorpion attack increased to 13 from 12.
65. Outposts cost -5 Stone.

This is a list of changes that was long thought out by me and John Mendl. We made some alterings when we found certain AOFE changes were better than what we had planned.
 

UnknownFerrets

New Member
Aug 8, 2012
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#8
Militia and M@A +1 attack, because miltia isn't better than a villager imo and M@A have stil no chance against archers although they are in melee
The whole swordsmen line +5 HP (the same for woadraider, throwing axemen) and -6 recruitment time for the last three upgrades. Also their food cost should be reduced by 5 or 10 for the sowrdsmen-line, berserk, woadraider, throwing axemen, jaguar warrior and they should attack faster (from 2.0 to 1.9 like knights)

About boar stealing: It should be still possible imo, because it's quite difficult and your scout can't reconnoitre. So the player who steals the boar might have an huge economic advantage, but he won't see a lot of the map which is in some reasons a huge disadvantage.
 

UnknownBlitz

Active Member
Jan 5, 2013
563
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26
#9
Carlos isn't sword line faster than archers?
Section 4
====================
Relative Unit Speeds
====================

The following list has land units organized from fastest to slowest. All
units are fully upgraded in the Post-Imperial Age and have Husbandry,
Squires and/or Fervor. Any units with a "-" beside them travel at the same
speed as the next unit above them. Special tests were done for Throwing
Axemen, Woad Raiders, and War Elephants due to their civilization's
technology trees and special bonuses.

1. Hussar/Light Cavalry
2. Camel
- Mangudia
4. Cavalry Archer
- Mameluke
6. Trade Cart (with Caravan)
7. Cataphract
- Paladin
- Tarkan
10. Conquistador
- Eagle Warrior
12. Woad Raider
13. War Wagon
- King
15. Garrisoned Mongolian Siege Ram
- Plumed Archer
17. Huskarl
18. Halberdier/Pikeman
- Jaguar Warrior
- Samurai
- Berserk
22. Missionary
23. Champion
24. Mongolian Scorpion
25. Villager
26. Arbalests
- Chu Ko Nu
- Hand Cannoneer
- Janissary
- Longbowman
- Skirmisher
32. Mongolian Siege Ram
- Mongolian Siege Onager
34. Throwing Axeman
35. War Elephant
36. Petard
- Trebuchet
38. Bombard Cannon
- Sheep/Turkey
- Teutonic Knight
41. Monk
42. Scorpion
43. Siege Ram
- Onager
 
Jul 2, 2013
4,845
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傻逼
#12
Finally, I've been looking forward an official thread about balance improvements!

First of all, i would like to say that back in 2000 with AoC, Ensemble Studios did a reasonably balanced game after all! But after 13 years of competitive gaming, players who are getting better and better, it was understood that some civilizations, units or strategies are beefier than other, leading to some civs and units to be undesired or unused. It was unevitable after such a long game success.
The fundamentals of the today tech tree and civilizations don't have to be changed, only logic and reasonable chages must be done.

All of us can see obvious issues in the current balancing, either between the civilizations (in a 1v1 arabia, Mongols are naturally better than Spanish for example), or between the common tech tree itself which make some units totally forgotten:
swordsmen infantry are rarely seen due to the number of improvements that recieve Archery and Cavalry in AoC, same for camels who share the same unit category as ships and are killed so quickly by arrows, or some very cool but unfortunately way too nerfed unique units like Longboats or Teutonic Knights, etc.


Now I'll start with the points that Cysion highlighted:

- For the Korean early game (I will only talk about the early game for the moment), I think they indeed need to get something to compete in the two first ages, as AoC is way more about early aggression today than in 2000: all civilizations need to have a good card to play in their feudal army.
They already arguably have the best trush in this game (free towers upgrades, stone mining 20% faster), but trushing by itself isn't enough, you need a real answer to your enemy's feudal army, an other than lame turtling (such a stone and time waste, leading to a weak Castle Age).
Since Koreans were great miners and engineers, I suggest these two bonuses:
- Mining camps are built 50% faster (18 seconds instead of 35 seconds)
- Gold mining free

This bonuses will allow them to start mine gold faster when needed - typically the first gold mining camp is builded in late dark age - and will right away in feudal reduce the gold miners needed to create archers from two archery ranges from 7 to 6. (Gold mining free = gold miners gather gold +15% faster, and the 100 food/75 wood save is the price of two villagers and three houses).

With these two bonuses, Koreans will be a good Archer Flush civilization.

For the Saracen case: sure they got a good market, but very good players with some wise-shaped economy don't really need a market to buy/sell ressources in order to go in Castle (they can buy some of their feudal units though, for example mass food buy to make scouts, but is it really that effective?). Plus, very good players don't go for a market in Feudal usually, but more Blacksmith/Archery or Blacksmith/Stable. So it need a little something on land maps, in water maps it's more than okay, don't forget that they got the best galley-line out there (+20% rate of fire). So here's my suggestion to make them okay in Feudal land wars:

- Farm Upgrades cost no food.

Well, it may not be that much but Saracens are already a well rounded civ, starting from Castle (Good Knights and Xbows, Camels, and the Mighty Mameluke!). Since they got good Scouts (bloodlines available), well, they will only pay 75 wood for their Horse Collar, and the 75 food saved almost means a Free Scout, in Castle it'll potentially means two knights for no food (125f saved), in imp four knights for no food (250f saved). They don't need more, they already have a freakin good market, and all the eco technologies later in the game.


- Concerning the Korean Team Bonus New bonus as they are a TOWER and naval civ: all towers cost -25 stone.


- Swordsmen infantry during the Castle Age: improving or not improving?
I already did a very detailed thread which really shows that Infantry is the ugly duckling of AoC cause of Archery and Cavalry buffs such as Thumb ring to make Archers arrows machine-guns, Bloodlines to make Knights as good as the tankish Frankish ones, etc.
Infantry needs to be a valuable option for each civ in Castle Age, infantry needs to be a wise strategic choice (because of the map, the enemy civ, your civ, simply because you don't like archery/cavalry, etc...), and not a systematic problem. Here's what I propose to make infantry competitive for their price in the Castle Age:

- Starting at Castle Age, all infantry units except Samurai and Throwing Axeman got a Rate of Fire on par with Knight's one: 1.84 instead of 2.04 before. In short, they attack 10% faster starting at Castle, which makes sense since a warrior on foot strikes with his sword at least as fast as a mounted warrior. Today a Champion and a Camel strikes at the same speed!!!

- Miltia-line get +1 attack, starting at Man-at-Arms (7 base attack Man-at-Arms, 10 base attack Long Swordsman, 12 base attack Two-Handed-Swordman, 14 base attack Champion)

- Two-Handed Swordman +5 HP (65 HP, it just makes sense since for almost all units, tech tree upgrade = more HP, and Long Swordsman is 60 HP), Champion +5 HP (75 HP)


- Dark Age Transport Ships idea

Just YES! AOFE is meant to be more aggressive, and it suits perfectly with the kind of exploration Dark Age thing, with the non-lethal boats and towers.


- No Boar Stealing?
BOAR STEALING SUCKS. In AoC when they removed the lame deer killing, why they didn't removed the lame boar stealing too lol? Scouts should not be able to attack boars
 

Austriateutonic_tanks

Well-Known Member
Mar 30, 2013
2,015
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#13
to koreans early game bonus;
there are lots of possibilities to improve them, collected from formus
the best ideas for a korean early game bonus have been (if you count the votes):
-free lumbercamp upgrades (got most votes, quite more than the second; BUT it's not a real dark age bonus...)
-villagers can gather berries +25% faster (franks should get sth else; like instead of +20% HP for Knights, +25%)
-villagers move 5% faster (could be very OP or a decent bonus; you would need to test it; idk how fast farmes could be...)
then some other ideas to improve them:
-start with +100 stone and TCs are affected by range upgrades in blacksmith (like towers/castles) (note: just 100 stone wouldn't change the world but with the extra range a feudalage/castleage TC could defend itself from mangs.)
-feudal ecoupgrades (except wheelbarrow) cost half (somebody said they should be free; but that's a bit extreme i think)
-free mining camp Upgrades
-start with 2 free farms
-eco techs are researched 50% faster

well with their TB it's very, very clear: they should get the old TB back, a big majoritiy thinks that.
 

UnknownGenette

New Member
Jul 28, 2012
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#14
Just to be clear here: Are the results of this discussion (+ future UP updates) going to be implemented in AoFE for AoC as well, or is the original AoFE going to remain on v2.2 (with only AoF benefitting from the community input here)?
 

UnknownEl-Daddy

New Member
Jul 24, 2013
35
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#15
I just wanna echo the list Carlos Ferdinand made - it's spot on!

Here's a question though - in AoFE, why was the Teuton TC LOS bonus moved to Chinese?
 

Unknownf1reboy

New Member
Aug 6, 2013
706
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#16
I'm against in any type of alteration on the original civilizations. IMO, if FE developers want to balance the game, do that by altering only the five new civilizations they added and their respective tech tree. One thing is adding cool stuff, other is altering the original. If CA have been overused, then make some of new UU get attack bonus against CA. If infantary is being underused during Castle Age, make a UU that is weak against infantary. On that way you add new stuff, and force news strategy to balance the game without altering the original.

Koreans - Early game
Do they need a boost in early game and if so, what? Some sort of military boost? An economical bonus, one that lasts through the ages or not? Maybe a technological bonus? The same can be said for Saracens and other early-impaired civs, but Koreans are of course, the neediest ones.
They were classified as Tower Civilization, so the stone bonus fits well.

Koreans - Team Bonus
The other topic had a good discussion about this, and while the +1 range was really a nice TB, it was a bit strong in some situations. Post-imp most notably, with Celtic and Korean siege being pretty much invincible. So either we go for an alternative, or we toss in another way to not make these post-imp SOs so out of whack =)
No, keep this team bonus. It makes up for the stone bonus, as many people complain about stone being not that useful.

Base Infantry - Use during the castle age
The champion line and UU infantry units are just not used during the castle age, except in rare occasions and when playing around with Huskarls. I believe it would be nice if longsword men had a use besides "a stage to upgrade towards champions". However, keep in mind that due to their nature (slow speed melee & vulnerable to archers), their use will always be more situational than widespread.
Yeah, people prefer to build Knights, costing also food and gold, but they're faster, stronger and resist to archers.

Water maps variation - Dark Age Transport Ships
This one I've been toying around with for a while, water maps are very straightforward in AoC. You either play galleys or you're taking a risk, usually dying, trying to be a hero with a different strategy :P I believe Dark Age transport ships could open up things a bit here. There's an option for the not-so-strong early economies to launch a surprise attack without being confined to water. It won't however, be a silver bullet, since you still need to take into consideration: go aggressive early on with a transport, or spend that wood on fishing ships?
Transport ship is unnecessary in Dark Age. Why do you need them? To build Barracks?

Dark Age Laming - Boar Stealing
Okay, controversial one here :D First of all: the stealing of a boar requires skill. For the life of me, I can't steal a boar properly, while some guys can do the tour de France with a boar chasing them. However, the placement of the boar is all about luck. If you have 2 boars in the back, it's very hard to steal them, but if you have 2 boars in the front, it's pretty much a present for your enemy. So all factors together, it still boils down to luck, which isn't fun in a strategy game :P In AoFE, boars currently have a higher attack vs scouts, which helps a bit, but it's not the perfect solution. Would disabling boar stealing all together be an option or not? (in the same way scouts can't kill deer (this was possible in AoK but disabled in AoC for laming reasons).)
No, don't disable. If you don't want to have your boars stolen, prevent it: hunt them as soon as possible. If you don't know how to steal enemy's boar, then learn it. Just because you're not good at executing something isn't a good reason do disable it.
 

BelgiumCysion

Known Member
Apr 30, 2010
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www.forgottenempires.net
#17
Just to be clear here: Are the results of this discussion (+ future UP updates) going to be implemented in AoFE for AoC as well, or is the original AoFE going to remain on v2.2 (with only AoF benefitting from the community input here)?
The focus is now on AoF of course, it would be a bit contrary to release a free update of FE around the same time AoF comes out. Even now, search results for AoF end up at the AoFE site :P What happens after that, is yet to be seen.

@Fireboy: there's definitely no going back to the AoC balance, just like AoC did a lot of changes to the AoK civs, AoF will build further on AoC.

@Carlos: I think half of those are in AoF already, would be handy if you cleaned out that list to the ones not already there :P
 
Jun 15, 2008
7,671
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#18
EDIT: Tried to clear out similar or same changes. Except in cases where quantity is important (1,2 for eg).

1. Cavalry archers base cost = 40W 60G (instead of 40W 70G).
2. Huns CA cost -10% castle age/-15% imperial age (instead of -25%/-30%).
7. Aztecs creation bonus becomes null in dark age, 5% feud/10% castle/15% imp (instead of 17% in all ages).
9. Mayans archer bonus becomes -10% feud/-15% castle/-20% imp (instead of 10/20/30), team bonus walls cost -33%.
11. Korean foragers work 25% faster.
12. War wagons cost 90W 75G (instead of 120W 60G).
13. Turks Scout Cavalry-line +1 attack vs cavalry from feudal age onwards.
14. Franks fishing ships cost -33%, knight-line +25 HP castle age, +32 HP imperial age, get squires.
15. Crossbow upgrade costs 150F 125G (instead of 125F 75G).
16. Knight-line and Elite eagles move at same speed as conquistadors.
17. Camels cost 50F 60G (instead of 55F 60G). Heavy camel research 2X faster.
18. Teutonic knights move 10% faster. Non-elite TKs have 80 HP (instead of 70). Teutons get siege rams.
19. Costs: Squires 150F (instead of 200F), Husbandry 200F (instead of 250F), Tracking 50F (instead of 75F).
22. Elite versions of mamelukes and janissaries missile delay increased, becomes equal to that of their non-elite versions.
24. Siege Rams have 250 HP only (instead of 270 HP).
25. War elephants have 500 HP (instead of 450). Elite upgrade costs 1500F 1000G (instead of 1600F 1200G).
26. Sword-line except militia move as fast as archers/skirmishers.
28. Berserks/Elite base HP becomes 55/65 (instead of 48/60). Training time of berserk line reduced to 15s (from 16s).
31. Longbowman trains in 17s (instead of 19s).
33. Elite conquistadors +2 attack.
34. Turtle ships cost 160W 160G (instead of 200W 200G).
35. Market bottomline price without and with guilds becomes 20/24 (instead of 14/17). Saracens 27 (instead of 19).
38. Eagle -1 LOS before castle age.
39. Mongol team bonus gives scouts +1 LOS (instead of +2).
40. Japanese get gold-shaft mining and guilds.
44. Celts wood bonus reduced to 12%, siege weapons attack 10% faster (instead of 20%).
45. Goths get new bonus: Fireship-line move 15% faster.
47. Non-elite mamelukes have 8 attack (instead of 7).
48. Persians get fortified walls.
49. Missionaries regenerate 2x faster, heal at same rate as monks, affected by bloodlines and husbandry.
50. Longboats base cost 90W 40G (instead of 100W 50G).
51. Elite chukonus have 55 HP instead of 50.
52. Hand cannoneers, conquistadors, janissaries - initial fire delay increased to that of skirmishers.
53. Elite plumed archer upgrade costs 700F 1000W (instead of 500F 1000W).
54. Monks (and missionaries) conversion time increased by 20%.
55. Mongols CA firerate bonus (affects mangudai too) decreased to 15% (from 20%).
56. Two-Handed Swordsmen have 12 attack (instead of 11).
57. Woad Raiders move 3% slower.
 
Apr 8, 2013
172
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0
#20
Koreans - Early game
Increase the stone mining bonus to +5% so its a total of +25% faster so Koreans use the bonus more efficiently. If that doesn't help, then replace the new AoFE fortification built faster bonus with another bonus that deducts all wood cost from University upgrades. The upgrades affected would be Masonry, Fortified Wall, Ballistics, Treadmill Crane, Architecture, Siege Engineers(Tower upgrades including Bombard Tower are free so they don't count). You would save a total of 775 wood in Castle age and 800 wood in Imperial age.
Koreans - Team Bonus
Replace the current team bonus that causes your own expensive SOs kill themselves with the old AoC team bonus(+1 mangonel-line range), if not replace it with a fresh new team bonus that gives +5 more attack for mangonel-line or another new team bonus that gives faster projectiles/more accuracy for mangonel-line.
Base Infantry - Use during the castle age
Increase the already existing +1 hidden armor vs buildings for Long swordmen (and up) to another extra +1 so its +2 total and maybe increase the attack bonus vs building for Long swordmen (and up) by +1 this will increase the role of swordline infantry to raze buildings a bit more effectively.
Water maps variation - Dark Age Transport Ships
This will cause a more early aggresive tactic for water maps and it makes sense for AoFE/AoF since its more aggresive than AoC, I like the idea.
Dark Age Laming - Boar Stealing
Leave it as it is.
Balance Suggestions
1. Camel-line units gets +1 attack.
2. Incas recieve Keep.
3. Viking team bonus increased to -20% Dock cost.
4. Aztec non-elite Jaguar Warrior gets +5 hit points.
5. Two-Handed Swordsman gets +1 normal armor or +5 hit points.
6. Hun Elite Tarkan gets +2 attack vs buildings.
5. Crossbowman cost increased to 150F 125G.
6. Thumb Ring cost decreased to 200F 250W.
7. Saracen non-elite Mamelukes gets +1 attack.
8. Korean Turtle Ship cost decreased to 175W 175G.
9. Cavalry Archer cost decreased to 40W 60G.
10. Chinese recieve Elite Cannon Galleon.
11. Huns recieve Fast Fire Ship.
12. Indian Shatagni gives +2 normal armor for Hand Cannoneer as secondary effect.
13. Inca Kamayuk cost decreased to 60F 25G.
14. Slav Orthodoxy gives an extra +1 pierce armor.
15. Italian +2 LOS bonus for Fishing Ship affects Transport Ship and Trade Cog.
16. Hun non-elite Tarkan gets +1 attack.
17. Viking non-elite Berserk gets +1 normal armor.
18. Mongol Nomads affects destroyed Town Centers and Castles and cost increased to 500W.
19. Briton Yeomen cost decreased to 600W 400G.
20. Viking non-elite Berserk extra hit points for Castle Age caculation fixed, its supposed to be 60 hit points not 59(52 x .15 = 7.8, then round the decimal to the nearest whole number its 8, 52 + 8 = 60).
21. Towers(except Bombard Towers) cost decreased to 25W 110S.
22. Hun Cavalry Archer bonus cost decreased to -10% Castle Age and -20% Imperial Age.
23. Guard Tower gets +1 attack and Keep gets +2 attack.
 

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REDcup high: Semifinals
Tuesday 15:00 (GMT +02:00)
ACCM vs Klavskis
ToA Swiss R3: Lower Bracket Top2
Tuesday 17:00 (GMT +02:00)
King_Marv+ Scogo+Magicrusher -VS- speedlimit+DarthMortius+Fred
Talk of the Empire
Tuesday 20:00 (GMT +02:00)
w/ Nili, Zak & Viper