Or improve it by making monks heal faster?Reduce the price of Herbal Medicine. Or make it cost only food. It's one of the most worthless upgrades in the game right now.
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 20% faster.
12. War wagons cost 90W 75G (instead of 120W 60G).
13. Turks Scout Cavalry-line +2 attack vs archers.
14. Franks get free ballistics, 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).
20. Thumb Ring costs 200F 250W (instead of 300F 250W).
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 base HP becomes 55 (instead of 48). 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 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.
Water:
Franks / Goth / Teuton / Slav / Magyar / Turk / Korea / Spain need a large boost
Land:
Turk / Korea need a large boost.
Teuton / Saracen / Persia / Slav / Magyar / Spain / Goths need a small boost
One key point to implement is the nerf to palisades. Right now, they take +1s to build. This change is too small. Me and carlos were agreed on changing cost to 3W. This would be a much better change that has some serious impact on nerfing drush + palisade strategy which is still too powerful in aofe.
Remove Thumb Ring & bloodlines
Make infranty more usable, like increasing pierce armor ... so they wouldn´t just fall like fresh apples when some archer attack and run away.
Make trash weaker or less usable, I don´t like spamwars -> remove hussar & halberdier upgrade, make skirmisher´s pierce armor less
Just my few ideas. :P I´m not into balancing much, since it needs veruy thoughtful thinking, calculating and testing. :/
- All infantry rate of fire (except Samurai and Throwing Axemen): -10% STARTING AT CASTLE, like Knights (2.04 to 1.84). A warrior on foot should at least strike as fast as a mounted one, and not as slow as a ****ing camel
- All infantry rate of fire (except Samurai and Throwing Axemen): -10% STARTING AT CASTLE, like Knights (2.04 to 1.84). A warrior on foot should at least strike as fast as a mounted one, and not as slow as a ****ing camel
I'm confused... you're saying that infantry should strike faster, yet you're decreasing rate of fire. Is this a typo? Did you mean to say increase their rate of fire / decrease strike time?
Remove Thumb Ring & bloodlines
Make infranty more usable, like increasing pierce armor ... so they wouldn´t just fall like fresh apples when some archer attack and run away.
Make trash weaker or less usable, I don´t like spamwars -> remove hussar & halberdier upgrade, make skirmisher´s pierce armor less
Just my few ideas. :P I´m not into balancing much, since it needs veruy thoughtful thinking, calculating and testing. :/
You should try AoK.
how about raising guard tower attack to 7 and keep attack to 9 , i mean no one ever, and i mean ever bothers upgrading their towers after feudal, and for good reason, too weak, and even though the upgrade is cheap, it's still to expensive for such crappy buildings
Or can someone come up with a good improvement to guard towers and keeps to make them useful? I mean in castle age everyone will rather make 1 castle than 5 towers, and for good reason. And I think that this needs to be addressed.
how about raising guard tower attack to 7 and keep attack to 9 , i mean no one ever, and i mean ever bothers upgrading their towers after feudal, and for good reason, too weak, and even though the upgrade is cheap, it's still to expensive for such crappy buildings
Or can someone come up with a good improvement to guard towers and keeps to make them useful? I mean in castle age everyone will rather make 1 castle than 5 towers, and for good reason. And I think that this needs to be addressed.
how about raising guard tower attack to 7 and keep attack to 9 , i mean no one ever, and i mean ever bothers upgrading their towers after feudal, and for good reason, too weak, and even though the upgrade is cheap, it's still to expensive for such crappy buildings
Or can someone come up with a good improvement to guard towers and keeps to make them useful? I mean in castle age everyone will rather make 1 castle than 5 towers, and for good reason. And I think that this needs to be addressed.
IMO the towers upgrades AT LEAST don't have to cost stone, it's stupid, nobody is so stupid to pay for upgrading Watch Towers to Guard Towers in Castle since it costs 200 wood and...200 stone!!!
Turks get camels imperial