Hey guys, after this great patch (1.01 TAD) has arrived, I've started thinking of balance for 1.02.
After a relatively bad experience I thought I better expose some issues.
NATIVE AMERICANS
Aztec
Eagle Runner Knight - This guy is still too good. He has a 1.5 ROF and only costs 1 pop. On the other hand he is not too strong in HP (considering what I'm going to suggest). He costs a lot, but the main problem is that you can get to many of them at the same time. Also, another problem is that they are actually countered by all asian types of cavalry (for instance, tiger claws get 2.0 bonus vs. them).
I would compare them as a 1 pop cavalry archer at the moment.
Solutions - increase from 1 to 2 pop, +25 HP (Increased from 180 to 205), cost changed to 90 food and 60 coin to make them more affordable. Remove 'AbstractInfantry' Tag
Card - Temple of Tlaloc Support
This is the Card that gives Eagle Runners +4.00 range and 4.00 LOS. This too makes them very strong.
Suggestion - Swap effect with Macehualtin card to +25% HP for all Eagle Runner Knights
Macehualtin
Card - Temple of Centeotl Support
Suggestion - Swap effect Now gives +4.00 range and 4.00 LOS to all Macehualtins. This will furthermore boost Macehualtins (even though they are excellent vs. HI now).
Iroquois
Fine so far.
Sioux
I like this civ better than ever now, but I still believe we could change a few things. They have a very expensive cavalry that is not very efficient late game. Hardly anyone uses them.
Tashunke Prowlers
These guys die too fast. They are fine in fortress, but should be -10 food and -5 coin cost. Also reduce Kill bounty and Build bounty to 21 XP. The Tashunke Aura is 15% of the base stats.
Card - Marauders
This card looks pretty good, but it really isn't
- Current effect - 50% more Tashunke prowlers.
To make these guys formidable late game, they would need a significant boost.
Suggestion:
Card - Marauders now sets Champion and Legendary upgrades to obtainable
50% more Tashunke Prowlers
Champion Tashunke Prowlers: Set Status to Obtainable
Legendary Tashunke Prowlers: Set Status to Obtainable
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This would be like the Yeomen card for the British. I think it would be a great boost.
Tepees
These things are really a bit overpowered, especially for late game.
Suggestion - Auras reduced from 10% to 8%.
Team 2 Dog Soldiers and Team 3 Dog Soldiers Cards
These cards are good, but they don't set elite, champion, or lengendary upgrades to obtainable!
Here is what they do:
:Set Status to Obtainable
:Set Status to Obtainable
:Set Status to Obtainable
They currently have no effect that gives the players allies the ability to have elite, champion, and legendary upgrades!
EUROPEANS
Spanish
Card - Unction
This card is really lame and cheap. If in an industrial age+ battle, all the Spanish soldiers will have at least (depending on unit type) counter there enemy soldiers 63% better. I actually saw a skirmisher have 50 dmg x3 vs. infantry. I mean, killing a Sepoy in 3 shots isn't fair.
Suggestion - Swap Missionary attack aura with a 300% faster healing rates. This will make them much more balanced, and I mean, why would a missionary spur on someone to fight?
2nd Suggestion - Missionary attack aura reduced to 20%, healing rates increased by 200%.
Veteran Lancer
This guy is really strong. I actually think that making him worse vs. other units, but same against infantry might help.
Suggestion - Reduce all hand attacks by -25% (20 reduced to 15), increase bonus to infantry to x4 (up from x3) and -25 HP.
British
Fine so far
France
This team is decent early game and OP late game
Coureur des Bois
This guy is really strong. I think we should nerf him very slightly.
Suggestion - Decrease cost to 115 food, decrease gathering bonus from 25% to 20% (EXCEPT on crates).
Currasier
This guy seems to beat everything, although he is not cost effective against his counters. I think that these guys are too good late game, but fair early game.
Suggestion - Move from fortress aged stats to colonial aged stats
They should look like this: Currasier - 417 HP , 25 Dmg, 6.25 speed, etc.
Veteran Currasier - 500.4 HP, 30 dmg, 6.25 speed, etc.
Gendarme Currasier - 667.2 HP, 40 dmg, 6.25 speed, etc.
Imperial Gendame - 875.7 HP, 52.5 dmg, 6.25 speed, etc.
FU Gendarme - 1042.5 HP, 60 dmg, 6.25 speed, etc.
Dutch
These guys are pretty much fine, but have a few units that might need to be looked at.
Ruyter
I have found that these guys and Ranged cavalry like them are too effective at hit and run, especially against hand infantry.
Suggestion - Give Ruyters a 0.75 multiplier to HI
Idk, but I don't like how these guys can just hit and run so easily, especially since they are very easy to mass.
German
The only problem I've ever had with these guys is that they have no units that mainly cost food. They are missing a unit I think should be in their army. Their mainly hand army is decimated by ranged units, and they only have 1 unit that is 1 pop.
1st Suggestion - Enable Musketeers and set veteran, guard, and imperial musketeers to obtainable.
2nd Suggestion - Change Dopplesoldners cost to 125 food and 75 coin (instead of 75 food, 125 coin) so that Germany has a means of using its food (I really hate building 6 or 7 plantations late game with this team, even if I have factories on coin).
Russia
I rarely see problems with Russia now days, but I think some issues might need addressing.
Early Game
It seems many people want russia to age faster, or have a better rush or something.
Suggestion - Add 1 starting settler, maybe -1 food crate
Oprichinicks
These guys are Actually OP. I think that this should be fixed.
Suggestion - Reduce Siege attack from 60 to 45, reduce all hand attacks by 25% (15 instead of 20), increase multiplier against villagers to x4 (instead of x3).
Portuguese
I know these guys have a pretty slow start, and I think we should definitely improve it.
Suggestion - Add 1 starting wood crate
Why? This will give them another building, create a forward base easier, build defenses easier, boom easier.
Card - House of Brigbicana (Spelling?)
This card is practically useless.
Suggestion - Instead of free trade route upgrades, This makes trade route 40% more efficient (on all recourses).
Ottoman
These guys are an almost-solid team. I think that the slow training of their troops really kills the Ottomans.
Card - Olgan Training School
This currently gives -20% cost.
Suggestion - Now gives -15% cost, and -15% Train points for Janissaries.
This will help balance the super-slow training Janissaries.
ASIANS
Japan
I personally do not like talking about these guys anymore, but they have to be balanced.
Wonder - Golden Pavilion
This thing is just too good. It can 4 different auras provide (15% ranged dmg, 10% hand dmg, 10% HP, 5% Speed), plus it provides some advanced arsenal upgrades, and gives some units while going to the next age.
Suggestion - Reduce all auras to 5%, and remove advanced arsenal upgrades.
It covers the whole map, and this will make most of the Japanese units less OP.
Yumi Archer
This guy does too much attack, much related to the early forest prowler.
Suggestion - Reduce attack by 2; possibly increase multiplier against HI to 1.75.
Consulate
These are all fair except for Japanese Isolation. It seems that this particular one is the favorite of every Japanese user and is what makes them OP.
Currently, Isolation provides +10% more land unit attack. It also unlock powerful mercenary units and upgrades.
Suggestion - 10% Land unit attack changed to 5% land unit speed.
This will definitely help in the crazy attack all Japan's units' get.
Upgrade - Bushido Principles
This is a great upgrade, and it makes everything train in blocks of 10. This essentially becomes crazy late game, however, as a shogun can 10 morutarus (equivalent of 8 morters) or 10 flaming arrows (equivalent to 10 falconets) at one time.
Suggestion - Bushido Principles only sets infantry and cavalry to be able to be trained in blocks of 10.
Hatamato Samurai
These guys are really insane - ronin with disciplined, honored, and exalted status.
They beat all infantry (beat them too well); even completely decimate urumi swordmen.
Suggestion - give a x0.67 multiplier vs. infantry, but a x1.5 vs. HI.
This way they will no longer kill skirmishers, and kill hand infantry the at the same speed.
China
So far balanced. Maybe a boost on wonders such as the Summer Palace (banner army spawn time)?
India
Pretty much balanced. Would like to see Mansabders a bit more useful and maybe elephants more cost effective.
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Feel free to comment and add any suggestions. I am open to any opinions.
from the hand of,
murdilator