So now we have Tatars, Indians and Turks with +1P armor Light Cav... I thought civs were suppose to be unique
So it begins
So it begins
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I think you answered your own question? None of those are civs you really want to see buffed.
Totally agree except wit the Aztecs bonus, its the powerhouse of the civ and they are bonkers with 80% WR in Kotd groupstage onwards. They ended up with 30 carry capacity after handcart while other civs had only 20. Aztecs dont need the best farming eco in dark age and their current bonus is still better than what you get from wheelbarrow.changes i am not too happy about:
- is the aztec eco bonus really that strong that it needed a nerf?
- am i the only one who loved playing Celt militia? Whats that about? Why do all militia in the game have to be the same? If you needed to do anything about Celts. go for their Siege Workshops/Units. Hoang will be sad.
- Indian light cav gonna be pretty insane in Castle Age, a real counter unit to archers that doesnt cost any gold...not so sure if i like that. also, was imp Camel really too strong?
(same goes for turks, with the exception they will also have pretty sick scouts in feudal age... but for them its good to have an archer counter Unit since they lack elite skirm)
-Why not just remove the khmer farming Bonus instead of nerfing their farm rate, i dont really get it
-Korean tower range is now a unique tech, therefore another random archer bonus... maybe they are more balanced like this, but i feel like the civ is just loosing its identity
- Trying to nerf Vikings by making a nice, handy-but-mostly-imperial age tech overpriced... getting Berserks rolling is already hard enough, if you want to nerf Vikings you need to nerf their boom potential and fast imp arbalest play somehow, not the infantry....
changes i feel unsure about:
- Portoguese is a bit confusing. This cant apply for age-ups, right? But for wheelbarrow and hand cart it will i guess... i think this is going to make them pretty strong as a civ, not sure if that was needed
- Tatars sheep will now really last forever. Its gonna improve their boom quite a bit, since you dont need farms around tCs immidiately
most of the other stuff i approve
That doesnt seem logical. +3 carry capacity is exactly what wheelbarrow gives you plus the faster movement speed. So a vanilla civ should now be better after Wheelbarrow than Aztecs, of course after they paid for it.They ended up with 30 carry capacity after handcart while other civs had only 20. Aztecs dont need the best farming eco in dark age and their current bonus is still better than what you get from wheelbarrow.
noone with an aoe-brain would argue that tho...also the higher carry limit is arguable a downside
I don’t like they are removing a lot important identities for several civilizs, Korea, celts, cumans and few more, I feel some of the civilizs were not really used for 1v1 so it will be even less used, the Tatars change also super awkward, but for me the most missed change is to do something to improve the teamgames stability, that is always keep on going investigation also nothing is done against the alt f4 that most of players do when they don’t like the map.
1v1 was already in good state but TG??
And i repeat, don’t like celts change, kiptach, missing more nerf to arambai, so many +1p in scouts civilizs, I don’t knowI was expecting this patch too much, but feel is not enough, remember now they don’t change every month so...
And almost everything is said about CA...
It is the same as wheelbarrow when aztecs dont have anything else, but when they got wheelbarrow or even handcart the difference crystalizes out.That doesnt seem logical. +3 carry capacity is exactly what wheelbarrow gives you plus the faster movement speed. So a vanilla civ should now be better after Wheelbarrow than Aztecs, of course after they paid for it.
(also the higher carry limit is arguable a downside, it makes the foodincome less constant and your limit is the farm anyway)
Yeah it's so awkward. Only reason I can think of is for nomad style maps, but even now they don't get loom until the TC is built so..... and btw, why no let goths have their free loom and make them start with -50 gold? Whats that "instant research" thing about??
... and btw, why no let goths have their free loom and make them start with -50 gold? Whats that "instant research" thing about??
Kinda new mechanic where u can skip the loom on arena if you want.... and btw, why no let goths have their free loom and make them start with -50 gold? Whats that "instant research" thing about??
They mentioned the Team game connection issues under "ongoing investigation" so i guess they are working on that.
I just dont like how they are destroying Civs identitys.....
... and btw, why no let goths have their free loom and make them start with -50 gold? Whats that "instant research" thing about??
Ok i should have specified: after Handcart.noone with an aoe-brain would argue that tho...
I had the idea to redesign the civ from a tower civ to a technology civ and tidy up the bonus sheet a bit. The double upgrade in castle age imp is kinda ugly, not from balance necessarily outside arena. But I wanted too redesign it and add the extra tower range to shinkicheon, not make a new UT just with that... I wanted them to give 100% faster researched techs as a UT. The idea to just put the extra range into a UT that replaces panakseon was originally from the age forums and was then taken by the balance team. I dont think Eupseong will be researched super often...Why nerf Korean towers even more? Doesn't make any sense and was completely unneeded.
I am happy that we can agree on something Its balance and design changes with the watering can, super random and lets see what bonus will hit or not, and if some civs die from overwatering its alright.what identities? they just dont have identities anymore.
exactly, that instantly upgrade make no sense, just do as you said.
Many weird stuff that is just driving the game in more akward situation, i personally hate the tatars sheeps under the tc.