A camel is a horse designed by committee.
Which committee is responsible for the imperial camel?
They deserve a raise for turning out an excellent product.
A camel is a horse designed by committee.
Goths
• Infantry +1atk vs buildings increased to +2atk; arsons removed.
• Infantry discount available from Dark Age
Then you will find 20 mma come to destroy your tc and you have only 2 archer.
I didn’t ever even think about this! Of course! I thought DM was impossible to balance at the same time as RM but I guess there are changes that affect one but not the other (no one researches Treadmill Crane in RM games right? 11). Khmer are so OP in DM it’s hilarious. The civ is bad in RM open maps but OP in DM lmaooh and a completely obvious but overlooked change from JRed...
Franks and Khmer should lose treadmill crane for DM. Duh
well there is some clear and obvious names that should be in that comitee , and the point is to get things going and try different balance ideas rather than have theoretical discussions like always without any results.
No there aren't. I don't trust any of you clowns with balance changes. DauT Himself could send Viper down from a mountain with some stone tablets saying "Thou probably shalt buff the Vikings on land" and I wouldn't trust Him
This is what I meant in my “why we should complain less about balance“ thread when I talked about absurd ideas. This game isn’t that unbalanced. There’s no reason to make the Cavalier upgrade cheaper, or to nerf the Mongol siege, or to change the Magyar Huszar; those things are already fine, no one ever complains about them (at the pro level). Balance changes should address important issues and only be done when actually necessary, not just addressing random things about the game that you personally don’t like. When you make major changes, like making Heresy cost 500 gold or some ****, you completely break the game because something that will have a certain effect in one situation will have a different effect in other situations.My list of Changes...
General Changes
Barracks
• Tracking moved to Dark Age. Cost reduced to 25 food. Research time reduced to 15s
• Men-at-arms +1 additional bonus attack vs Eagles (for +3 total)
• Longswords and up +5% movement speed
• Archers only do +2 bonus attack vs spear line (from +3 bonus attack. Crossbow and Arbalest still have +3 bonus.
• Pikeman upgrade cost reduced to 150 food 90 gold (from 215 food 90 gold)
Stable
• Cavalier research time -10s
• Elephants Trample Damage set to 5 (was previously half the atk)
• Reduce cost to (110f, 70g) from (120f, 70g); reduce health to 200/250 (from 250/300)
Monastery
• Monks (and missionaries) conversion randomness reduced.
• Herbal Medicine cost reduced to 100 gold (from 350 gold)
Dock
• Gillnets cost reduced to 100 wood 100 food (from 200 wood 150 food)
• Demo ship cost –5 gold
Market
• Base tribute rate increased to 40% (from 30%)
Economy
• Heavy Plow, and Crop Rotation research time reduced
• Goldshaft and stoneshaft mining cost reduced to 150 food 150 wood (from 200 food 150 wood)
Bombard tower
• Cost increased to 125 stone 150 gold (from 125 stone 100 gold)
Civilization Specific Bonuses
Aztecs
• Monks only gain +3hp for each monk tech researched (from +5)
Berbers
• Lose Guilds
• Lose Hand Cannoneer
• Camel Archers cost +5 gold (from 60g to 65g)
Britons
• None
Burmese
• Monastery Techs only –40% (from – 50%)
• Arambai fire rate increased to same as conquistador (from 2 to 2.9)
• Lose BBC
Byzantines
• Free town patrol
• Elite Cataphract upgrade reduced to 1400f, 1400g (from 1600f, 1400g)
Celts
• None
Chinese
• Start with only 5 villagers (from 6) but +50 food
• Receive Siege Engineers
• Petards +50% hp (like the demo ship bonus)
• Receive Guilds
Ethiopians
• Extra resources per age: +75f +75g feudal, +125f +125g castle, +175f +175 imperial
Franks
• Chivalry increases stable work speed by only 25% (from 40%)
• Italians Fishing ship discount (-25 wood cost) given to the Franks
Goths
• Infantry +1atk vs buildings increased to +2atk; arsons removed.
• Infantry discount available from Dark Age
Huns
• None
Incas
• Farms reseed instantly (from 50% faster)
• Slingers -1 attack. Bonus vs infantry increased by 2.
• Couriers effect changed to all infantry +1/+1 armor (from +1/+2 armor for kamayuks, slingers, and eagle warriors)
Indians
• Elephant archer (and elite) +5% movement speed
• Halberdier Removed
Italians
• Condotiero –5hp, +2 dmg resistance vs gunpowder
• Fishing ship discount removed and given to the Franks
Japanese
• All ships +50% LOS (from only galleys previously)
Khmer
• Archers and Infantry can garrison in houses
Koreans
- Receive Thumb Ring
• +3 Villager LOS bonus changed to team bonus
• +1 Mangonel line range restored, but as an individual bonus
• Shinkichon effect changed to mangonel line minimum range reduced by 1 (from 3 to 2). Cost reduced to 200 food & 200 gold.
• Only Walls and Castles are built faster (previously included towers)
Magyars
• Magyar Huszar Attack bonus vs siege reduced to +2 (from +5, +8 (Elite)), +1 only vs Rams. Have the same conversion resistance as a hussar.
Malay
• Karambit Warrior creation time increased from 6s to 7s
Malians
• Bloodlines removed
Mayans
• None
Mongols
• Drill only adds +40% movement speed to siege (from 50%)
• Nomads effect changed to “Mongols do not need houses”
Persians
• War Elephants (and Elite) cost – 40 food. Have 420/500 hp (non-elite/elite). -5s creation time. Move 15% faster. (Carlos Balance patch was the same except –50 food instead of –40 food)
• Elite War Elephant technology costs 1400 food 800 gold (from 1600 food 800 gold)
• Mahouts increases War Elephant movement speed only by 15% (from 30%)
Portuguese
• Portuguese gold cost reduction bonus does not apply to ships
• Caravel (and elite) -10hp
• Organ guns non main projectile do 2 damage (from 1)
• Gold discount bonus increased to -20% (from -15%)
Saracens
• Archery Ranges cost -33% (117 wood from 175 wood)
• Mamelukes (non-elite) +1 attack and +5hp
• Elite Mameluke upgrade +200 gold (from 600 food 500 gold to 600 food 700 gold).
• Zealotry -200 gold (from 750 food 800 gold to 750 food 600 gold)
• All Archers receive +2 atk vs buildings (from +1 foot archers, +3 CA previously)
Slavs
- Receive Fast Fire Ship
• Orthodoxy cost reduced to 200 food 100 gold (from 200 food 300 gold)
Spanish
• Team bonus trade bonus reduced to 20% (from 25%)
• Conquistadors -1/-1 armor
• Elite Conquistadors +2 attack
Teutons
• Receive Siege Rams
• Crenellations cost halved to 300f 200s (from 600f 400s)
• Herbal Medicine free
Turks
• Stables cost -33 % wood (117 wood from 175 wood)
Vietnamese
All units get +1 LoS
Paper Money → Trade units; Markets get +100% health
Vikings
- Gain Masonry
• None
Is this a list of the changes from the Conquerors to WK or can I find that somewhere else? Just looking for that list of changes. Thanks
one thing i'd like is for turks to have onager. if they have to rely almost completely on gold units then it makes sense that in compensation they should at least have access to the better gold units in the game. maybe you could make the case for arbalest in the same vein. SO would probably cause balance issues in team games but i think onager is reasonable for such an otherwise awkward and gimmicky civ.
Franks:
Get the extra HP on their scouts in the feudal age, not 54hp in the dark age.
I don't think it's bad tbh, kinda sad it's better than Mongol bonus until Mongols get light cav. I'm all for both applying in feudal.
This would make mongol scout rush pretty insane
59 HP, with the option to go up to 79 HP with bloodlines. BrokeBackisnt the Bonus +30HP or something like that? Stronger than Bloodlines?
This would make mongol scout rush pretty insane
I found out in a tg a while ago that Slav halbs beat fu eagles quite comfortably in equal numbers. Only eagles that win against slavic halbs are mayan ones because of their massive HP. I didnt expect that.