I have been waiting for this for so bloody long. This is a major buff to their performance in melee battles, essentially increasing their DPS by 15% in extended fights. Mongol ones should now consistently beat Knights in mid/high numbers and Cuman/Tatar ones will have more potential. Tatars have so many other good options, though.- (Elite) Steppe Lancer: reload time lowered 2.3 ▶ 2.0.
This is good. Hand Cannoneers are ridiculously frail (less HP than arbs considering they are also worse in pretty much every other way was just ridiculous), but that wasn't the main issue, the main issue was gunpowder projectiles always missing. Even back in Voobly it was ridiculous that their bullets would move slower than arrows, especially since they don't benefit from Ballistics and generally have low accuracy. These are great changes.- Hand Cannoneers: hitpoints increased from 35 ▶ 40.
- All Units Which Shoot Bullets have their projectiles’ speed increased from 5.5 ▶ 7.5.
This is good. Makes Burmese potentially stronger vs archer civs in imperial age. Elite Battle Elephant is already literally their only viable option against Mongols late game (and they are still disadvantaged) so any buffs towards this is good. Burmese are pretty good vs certain civs anyway so I'm satisfied with only a niche minor buff.- Howdah: Gives Battle Elephants +1/+2 armor (from +1/+1 ▶ +1/+2).
Thank god. Town Patrol free has been missing for so long. It doesn't make a huge impact but it is just satisfying to have all techs in the line be free rather than just one of them.Byzantines
- Fixed an issue where the hit points of Watch Towers in the Castle Age and Siege Workshops in the Imperial Age were lower than expected.
- Town Patrol is now free and instantly researched.
Holy **** finally a Chinese nerf. I was beginning to think it would never happen. Great change (although very minor).Chinese
- Team Bonus changed to Farms +10% food (from +45 food ▶ +10% food).
As much as Cumans need a buff, this would be broken. IMO they should make Blacksmiths and Siege Workshops cost -40% (so they can more easily go for feudal rams, or castle age Capped Ram as they should be doing since it's literally their dedicated civ specialty). But ranges/stables being cheaper is fine too. Just not THAT much cheaper. Costing 40% less (would be -70 wood) or -75 wood would suffice.Cumans
- Archery Ranges and Stables now cost -100 wood.
Can't have an opinion on this until I know the stats of the Winged Hussar.Lithuanians
- Can now research and train the Winged Hussar instead of Hussar.
Looks like we're losing the 22 attack Paladins... pack it up, boys- Lose access to the Blast Furnace technology.
Makes Leitis slightly better in castle age (now you don't even need 1 relic with them in order to kill Knights in a mere 8 hits, previously you would need 1 relic + both Forging and Iron Casting, now you don't require one of those anymore for the same damage). Makes them the same strength in imp with full upgrades, but without the requirement of Blast Furnace, which is a small buff. IMO this is unnecessary, but is also good for the game because I absolutely love Leitis and think they're one of the most badass units.- Leitis: attack damage increased 12 ▶ 13.
- (Elite) Leitis: attack damage increased 14 ▶ 16.
To me what it looks like they are doing is removing all of the "<x> technology free, but not the entire technology line, just the first one", as they did with Byzantines Town Watch + Town Patrol. The only thing for them to do now is give Ethiopians back their free Halberdier (or remove their free Pikeman entirely) and nerf the Halberdier unit accordingly... which is probably not going to happen, rendering my theory complete bullshit.Malians
- Gold Mines last 30% longer (replaces the free Gold Mining technology bonus).
Yes. I want more Donjon + Serjeant plays. Let's frickin go!Sicilians
- The Sicilians now start with an extra 100 Stone.
What?- Team Bonus effect changed to remove the cost of the first trained transport ship and train it instantly.
Well, Scutage was always a terrible idea for a technology (reeked of "we ran out of ideas"), so I'm glad they're changing it, while also providing a buff for the Sicilians. However... this tech is way too OP when combined with First Crusade's conversion resistance effect AND the 50% bonus damage reduction. Sicilian Cavalier would become uncounterable for certain civilizations. I pray they rethink the stats of this one.- Scutage: replaced with the Hauberk technology.
- Hauberk: this unique technology grants Knights with +1 melee and +2 pierce armor.
Anyway you guys are having some weird knee-jerk reactions. A couple of these changes are odd to say the least, but most of them are fantastic and long overdue.