General:
Land:
Longswords +2 attack (11 attack)
Two-handed swordsmen and Champions +1 melee armor
(Heavy) Scorpion +1 pierce armor
Water:
[Raft] (Elite) Demolition ships [+50] +70 (90) attack bonus vs ships [+350] +470 (520) attack bonus vs buildings, [+30]+50 (60) hp, -0.5 blast radius, +10 wood cost
[Raft] (Elite) Fire ships [-10 HP] (+10 HP) (so 90, 120 and 150 HP)
Shipwright makes ship cost 15% less wood, Build time reduced to 33% (instead of 35%), costs -100 g (so 1000f 200g) To balance civ with/without shipwright strength on water maps
Byzatines:
Town patrol free
Fireships attack 10/15/20% faster in Feudal/Castle/Imp (instead of flat 20%)
Italians:
Ages are 20% cheaper (instead of 15%)
Fishing ships -10% cheaper (instead of 15%)
Koreans:
Arrowslits free
Khmer:
Fishing ships can garrison in docks, Docks +5 garrison space
Siege workshops 15% cheaper
Portoguese:
All units cost 20% less gold (from 15%)
Organ gun gold cost remains the same (so initial gold cost raised by +5, from 70 to 75)
Persians:
Start with +75w (instead of 50w)
Saracens:
Cavalry archer +6 attack vs buildings (instead of +4)
Teambonus changed to Trade units +30 HP
Teutons:
Towncenters +1 range
Turks:
Cavalry archer +10 HP
Castle age unique tech only gives another +10 HP, costs -100f
Vietnamese:
Sheeps last 20% longer
(I considered to give them towers no minimum range instead, but yall dont like trush as a strategy)
Vikings:
War ships costs -10/-15/-20% less in feudal/castle/imp (currently its -15% Feudal/castle -20% imp)
Dont take those changes to serious, but i would like to ask what you guys would think
Land:
Longswords +2 attack (11 attack)
Going longswords in castle age in not a valid strategy and is even seen as a troll and disrespectful strategy, as longswords do not counter knights, monks, siege, and archery range units and are only affective against buildings, they do +2 more damage to buidings than knights. This buff will hopefully make all infantry effective vs cavalry in Castle Age. Also Meso civilizations are all top tier, even if an opponent is going full eagles, militia line is never seen as viable due to its slow speed and low pierce armor.
Even in imperial these units can not keep up with any other imperial units, such as knights, arbalest, heavy scorpion, monks etc.
(Heavy) Scorpion +1 pierce armor
Scorpions are barely used in Castle or Imperial age. The main counter of xbows and any ranged units are still magonels because they can also counter buildings and have a high damage output. Another pierce armor doesnt make much diffrent as ranged units only do 1 damage currently anyway.
[Raft] (Elite) Demolition ships [+50] +70 (90) attack bonus vs ships [+350] +470 (520) attack bonus vs buildings, [+30]+50 (60) hp, -0.5 blast radius, +10 wood cost
Demos suck
Seriously. The only value demos have is they value they trade themself with. Any other ship "pays" of its cost by doing damage to ships/building/units. But demos dont do anything. They should counter (not hard counter) all ships because if you trade well, you still only have resetted the water and cleared all fleets. They are literally countered by an army formation and are never viable, neither feudal , castle or imperial.
Seriously. The only value demos have is they value they trade themself with. Any other ship "pays" of its cost by doing damage to ships/building/units. But demos dont do anything. They should counter (not hard counter) all ships because if you trade well, you still only have resetted the water and cleared all fleets. They are literally countered by an army formation and are never viable, neither feudal , castle or imperial.
Shipwright makes ship cost 15% less wood, Build time reduced to 33% (instead of 35%), costs -100 g (so 1000f 200g) To balance civ with/without shipwright strength on water maps
Byzatines:
Town patrol free
Fireships attack 10/15/20% faster in Feudal/Castle/Imp (instead of flat 20%)
Italians:
Ages are 20% cheaper (instead of 15%)
Fishing ships -10% cheaper (instead of 15%)
Koreans:
Arrowslits free
Khmer:
Fishing ships can garrison in docks, Docks +5 garrison space
Siege workshops 15% cheaper
Portoguese:
All units cost 20% less gold (from 15%)
Organ gun gold cost remains the same (so initial gold cost raised by +5, from 70 to 75)
Persians:
Start with +75w (instead of 50w)
Saracens:
Cavalry archer +6 attack vs buildings (instead of +4)
Teambonus changed to Trade units +30 HP
Teutons:
Towncenters +1 range
Turks:
Cavalry archer +10 HP
Castle age unique tech only gives another +10 HP, costs -100f
Vietnamese:
Sheeps last 20% longer
(I considered to give them towers no minimum range instead, but yall dont like trush as a strategy)
Vikings:
War ships costs -10/-15/-20% less in feudal/castle/imp (currently its -15% Feudal/castle -20% imp)
Dont take those changes to serious, but i would like to ask what you guys would think
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