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Last post 07-30-2008, 5:03 PM by GTM. 34 replies.
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GTM  |
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Somewhere Better - http://nmaps.net |
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Subject:
The patch according the GHMatt
Okay guys, I’ve decided to come up with an Ivanesque list of what I think should change for each civ following the inevitable TAD 1.02 patch. Have a look, make some comments, and enjoy yourselves!
Spanish
At the moment, these guys are fairly balanced. The ff was nerfed a lot, so now Spain’s starting to see a little less play, which is cool. However, because the ff was nerfed so drastically, in my opinion their early game should be boosted a little during the following patch. As Ivan said, Spain doesn’t get a good HI counter until it advances, so I have two suggestions...
- Change the 8 Pikemen shipment for 8 Crossbowmen.
If Spain needs to ship anti cav, then the Rods will be fine. And if there are any queries about the line up not being unique enough, it’s got Rods, so it is unique enough. 8 Crossbowmen would be much more helpful for defense against early rushes, whether pressuring with dual rax or a defensive ff.
- Give the Spanish a card called “Long Range Attack” or something in Age 2, which increases crossbowman and skirmisher attack by 15%
This would also be cool, boosting RI early on, whilst also boosting the FF a bit yet not majorly affecting the late game. Crossbows with 23 attack against HI as opposed to 20 would be a significant enough boost early game.
Either or both shipments would balance the Spanish early game more yet keep the ff in line more. Hopefully, this would encourage more Spanish players to go colonial instead against hard rushes. However, it also encourages the use of skirms against HI more, which is more cost effective to the counter cycle, again boosting their middle game.
British
The British are also fairly balanced, although longbows tbh are a bit too good against cav when massed thanks to their superb range. Imo, the following changes would balance them more...
- Reduce Longbowman HP to 80 and increase RR to 40%, which would be an accurate historical reflection (or not, needs peer review)
- Reduce Longbowman ranged attack to 15, but increase their multiplier to infantry to 1.5
This would still be balanced, but would make them worse against cav, although slightly better in their specialist role. It would also make them less effective against hand infantry, encouraging Brits players to be more diverse and get more musks early on to deal with those threats.
The only other change I would make to the Brits is replacing the superfluous Gentleman Pirate politician with the Scout, which would actually give the Brits a useful choice for land maps.
French
Imo French are near perfectly balanced, hence there were no changes to them in the previous patch. However, Cuirassier laming late game is still an issue (because they can kill ranged cav if it doesn’t micro and become instant in the Industrial Age), so heres my solution...
- Give Cuirassiers Colonial stats, so that the Gurad and Imperial Upgrades boost late game stats less.
- Change Thoroughbreds so that it increases Cuirassier HP by 15% and decreases Cuirassier cost, but gives them a multiplier of 0.8 to ranged cav.
So, generally this card would become a double edged sword, like Military Reforms. Although it makes Cuirassiers stronger against their counters, they can be countered more easily by ranged cav as well. Hopefully this will help correct the counter cycle. Really the stats nerf is needed just to make them that bit more vulnerable.
Germans
Germans are also fairly balanced, but their Colonial Age military shipments are too good imo (even considering the 15% higher Xp requirement for a shipment, 9 Xbows and 2 Uhlans at once is well worth it) My solution would be to....
- Nerf the 9 Crossbowman shipment to 8, and swap places with the 10 Crossbow shipment so that both are available to all HCs.
Let’s face it, over 1000 resources worth of units in the second age is just too good. Hopefully this will reduce the power of the dual rax spam in the early game, or enough to let less aggressive civs like Dutch and brits to get more of a foothold.
The only other change that I feel is necessary to happen to Germans is a nerf to their middle game boom, SWs from mills encourages defensive ffs which can be hard to pressure early on thanks to Uhlans. Therefore...
Simply, this would stop Germans from booming massively in the 3rd Age, yet still give them the same late game potential.
Portuguese
As lots of people have recently protested, Ports are apparently seriously UP. However, I think that only a few small changes should be made, and then the Ports would become fine.
- Move the Gunpowder Infantry cards to Age 2 and 3 respectively, like other civs. Alternatively move them to Age 3 and 4 respectively and let them also affect Dragoons
- Cassador cost changed to 60 Food, 60 Coin
- The wood cost of Besterios is now changed to 800 Food, 800 Coin, but gives 17 Besterios instead of 22
- House of Braganca is changed to an Age 2 coin trickle card, giving 2.75 Coin per second.
The first change is obvious, as this will improve the Portuguese infantry quality in a long forced colonial or fortresss situation. Really, this should have been made standard with Ports, but changing it now would be sufficient. The change in Cassador cost will also suit the needs to the standard Portuguese boomer more, as there are often food conflicts between multiple TCs making villies and training cassadors. Following the new coin trickle card, Cassadors would become more readily available and could be massed more effectively.
The last two changes are not as obvious, but should hopefully boost the effectiveness of the Portuguese FF. As the Mameluke and Ronin shipments are more or less the foundation of an exceptional Port FF, a coin trickle card will help encourage the use of these merc shipments more. There were also a lot of complaints about the 2000 Wood price tag of Besterios, which made it very hard to achieve whilst under pressure from a rusher. Following the coin trickle, this will be changed to the new cost to make it more reasonably achievable, and help provide some defense against relatively early rushes, or light cavalry/ranged infantry spamming.
Dutch
Following the latest patch, the FF and FI of this civ have been more or less ironed out, whilst the early game has not been hindered too much. However, because skirmishers are the only RI present and pikes are hard to commit to in even numbers (as opposed to a straight pike spam) the Dutch cannot push offensively very well, and are more vulnerable to cav until they can setup multiple banks and FF. Therefore, the following changes might make the Dutch more applicable in the early game.
- Give the Dutch an 8 Caribs shipment in Colonial for 500 Coin, or a 5 skirmishers shipment in Colonial.
If RI was available in a shipment to the Dutch during the early game, the Dutch would be able to defend more effectively against HI rushes (ie the 10/10 rush and Ashi spamming) 5 Skirmishers would be ideal, but 8 Caribs would probably be more likely for Dutch given their current Age 2 military shipment line up.
Russians
The only reoccuring issue with Russians is the overall combat strength of Oprichniks, they need a nerf against other units imo...
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Decrease HP to 180, but increase RR to 40%
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Decrease Attack to 15, but increase the multipliers towards villies to x4 and the mulitplier to artillery x3
Considering how strong Uhlans are, this would more or less balance them cost effectively against their counters, but make them piss weak against HI and other hand cav. Theyd still have about the same raiding efficiency, as TCs would deal slightly less damage and the Oprichniks would deal the same amount of damage to villies.
Ottomans
Imo, no changes need to be made to the early game. However, the ottos late game is weak, as they have relatively weak cav counters. To solve this...
Really, this is just necessary against civs with lots of cav, as Janissaries have now been weakened considerably against them in the early game.
Well, heres my idea of some balance changes to be made. But tbh, my list is a little bit patchy so be sure to comment.

Click it and find the reason why Im no longer active here...
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Subject:
Re: The patch according the GHMatt
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Doppelsoldners already have 4.5 speed don't they?
Wololo
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Subject:
Re: The patch according the GHMatt
KillerSwede:Doppelsoldners already have 4.5 speed don't they?
yeah they do. It's SK that has 4 speed
Mantlets first are wood heavy units, and die fast from ranged inf..
Иван Грозный: I have kissed girls (and boys) before...
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Subject:
Re: The patch according the GHMatt
~ Matt ~ Kestrel ~:
- Reduce Cuirassier base HP from 500 to 450. Or how about just give them colonial stats?
- Change Thoroughbreds so that it increases Cuirassier HP by 15% and decreases Cuirassier cost, but gives them a multiplier of 0.8 (7.5) to ranged cav. Also maybe a bonus of 0.75 to heavy infantry
Mantlets first are wood heavy units, and die fast from ranged inf..
Иван Грозный: I have kissed girls (and boys) before...
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Subject:
Re: The patch according the GHMatt
i don't think he is talking about vanilla, as he mentioned 10/10 rush and ashis and said TAD 1.02 on the beginning, he just didn't say anything about the other civs. and about the changes: Spain: the 8pike becomming 8 xbow would be a too hard change for a civ with few or no balance issues 25% more atk for xbow would be too much, maybe it could be 15% atk to xbows and 10% to skirms, but i don't thing spanish skirms need a boost, as they also have lancers to kill HI and rods to kill RC Brits: i liked the changes French: usually my games don't go that far, but i think it could be good, specially to people who play treaty. along with giving colonial base stats for cuirrs Ports: i liked the changes, but the one about changing the caçador cost, i think that if they did that, the caçador would be just another skirm. and about the house of bragança card, maybe a food/gold trick of 1.5 or 1.25 each Dutch: giving a 8 carib or a 8 cherokee for 500 gold card would be good. and they could combine 2 cards for banks, but they could leave bank of Amsterdan and of Roterdan the way it is, as they are age 1 cards and wouldn't affect only late game. i also think that the imperial upgrade for gold gathering could be better for banks Germans: i don' think that boosting dopples would be good, they are balanced nerfing the 9 xbow shipment to 8 xbow, i good and i think that uhlans need the 0.75x against vils again, but only before being upgraded to veteran, German raids are just too strong
Russian: OPrichniks need a nerf, IMO Ottomans: Spahis could get a negatine bonus against other cav, IMO and about asian civs, that you didn't say anything: Japs: as we all know, they are uber OP, OP eco, OP units shrines could cost more, like 150 wood, have sightly less HP(1300?) and have their base gathering reduced and monks should build it slower than vils
cherry ochards should start with less food, like 3000(or less) and be raidable, maybe by making its food, like it's HP, so if i attack it with 30 siege, it could lose 30(or maybe 15) food ashis, this things are OP, many japs use then for everything, including killing RI, their base stats, aren't that OP, the problem, is that it gets many cheap and good upgrades(brit/jap isolation consulate, cards, daymios, wonders...) so nerf a little bit the base stats and nerf the upgrades yabusames, few people talk about those, but they are crazy good against artillery, they are like 6.75 speed culverins, i'd reduce their bonus against artillery to 3x or 4x, and reduce their range and the wonder that has arsenal upgrades, could only let the upgrades be researched on fortress age India: 10/10 rush is just too good, maybe making the agra fort train units slower(like 2 times) than a barracks, along with a (good) nerf to sepoys, would be enough China: Keishiks are too weak, maybe they could get a bigger multiplier against cav, and a multiplier against something else, like LC too, as they don't counter artillery. Disciples could have a smaller chance of getting a critical attack I don't know enough about natives to write about them

EnsembleStudios.com: We hope to keep entertaining you and playing games with you for many years to come.
ES_Lethe: Ensemble Studios is being closed. It's true.
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Иван Грозный  |
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My name means Ivan the terrible in russian |
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Subject:
Re: The patch according the GHMatt
Spain: Change the 8 pikemen for 8 xbows would be good, but it wont be done, let me tell you why: In every civ, you see that the shipments lines of units its always of the same unit (something like 6 musks - 8 musks - 14 musks - 9 musks- 16 musks), something like 8 xbows- 10 pikes - 20 pikes- 12 pikes - 24 pikes would be just stupid... Only possible change that would add a 8 xbow shipment would be a serie of three shipments of xbows, like on the case of Germany, but I still dont think that a patch will ever add shipments. That card would be just OP... and still, IMO, camel attack will be nerfed... Oh and something, spain isnt really that good... Its considered the 2nd most UP civ at the moment...
British: The longbow change seems good, but maybe no, dunno I kinda need the opinions of more people French: The change isnt bad, but I think that the change I suggested in my thread is better...
Germany: Agree with the change of the xbow shipment. lol, actually, either samurais are used in early game... And germany is supposed to be a civ very dependant on coin, thats why dopps cost 125 coin and 75 food... And still, its just that doppelsoldners arent really usefull in early game...
IMO, pikes make a better role against cavalry in early game... And lol I think that germany needs way much more nerfs, I mean, its the 3rd most OP civ at the moment... Portugal: Agree with the change of Infantry HP attack cards, but I think that the card of HP+attack of infantry should still be in age 4... I dont get why you matt want to nerf the cassador... the unit's cost its just fine... Thats an overboost to besteiros card... I agree that 2200 wood its kinda way too much... But still... I think that 2.75 food is a better change, because most portuguese age 2 units cost mainly food, including villagers, and IMO, an age I trickle card would be better... You are too much boosting the portuguese FF, which actually isnt that bad and its ports best option, instead of that, you should boost portuguese colonial. Dutch: Pikes may seem bad, but actually, they are the eprfect HI counter, they got x5 against cavalry and they protect skirms very, very good, however, you need to control the pikes well and micro with skirms all time... Dutch actually got weak RI, not HI in colonial, only good thing about skirmishers its their long range and instant attack, without it, skirms would probably be the worst RI in the game, actually, skirms are considered the worst/2nd worst RI in this game... that card would actually be just very, very OP, and wont help really that much in Dutch Late game, since of the bank coin production rate and dutch villager limit... And at same time would also kinda nerf Dutch early game, since then you wouldnt be able to get more than 6 banks untill you get industrial... I think that just make that card make banks produce more coin would be a better change. Russians: Russia isnt really OP, only problem it got, its that its jsut too good overall, and thats mainly why its considered a top 5 civ by most people... Ottomans: The civ is kinda balanced, but actually, its a bit UP, the civ just got an horrible unit variation, weak Cavalry counter, and a bad late game. I think that what I said in my thread of My Idea of Balance would be what they need.
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Subject:
Re: The patch according the GHMatt
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i don't think that moving the germantown farmers to age4 would be good, this would make germans UP, what they could do, is to increase the SW train time, or give them a smaller build limit during fortress age, like 14 or 15, and increase it to 20 when you reach Industrial

EnsembleStudios.com: We hope to keep entertaining you and playing games with you for many years to come.
ES_Lethe: Ensemble Studios is being closed. It's true.
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