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Last post 08-19-2012, 8:57 AM by Unkown_Genius. 6 replies.
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  •  08-13-2012, 2:34 PM 965074
    Marpolo Marpolo is not online. Last active: 07-14-2013, 6:10 AM
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    Subject: Ideas for balancing Revolutions

    I was bored so I thought I'd post what (in my opinion) would make a Revolution able to compete with advancing to the Imperial Age. The basis for Revolution is sacrificing your entire eco and sustainability to make one single, powerful assault. This strategy only works if done quickly, and only one or two civs can use a Revolution without getting crushed after the initial assault. In most cases Revolution is underpowered because getting a medicore military advantage does not compete with the economic power of going to the Imperial Age.

    --------------------------------------------------------------

    -There are no longer any restrictions on who can start a revolution. If one player revolts, so can any other player.

    -Any TEAM settler shipments will give a receiving Revolution player colonial militia.

    -Cree Coureurs are no longer trainable after a Revolution.

    -The Cherokee 4 settler technology is now disabled after revolting.

    - Each civ will have its own unique benefit from revolting, regardless of which leader they choose. To balance this out, the cost of Revolution is changed to 1750 of each fresource, up from 1000.

    Spanish: Double experience trickle and 1.5x from building/combat. 

    British: Explorer can build manors; +10 manor limit. (Manors are able to train militia already)

    French: Receives a moderate trickle of all three resources. (2.75 resources of each/second)

    Portuguese: Spyglass recharges very fast(about 10 seconds), allowing the Explorer to rapidly spyglass parts of the map. Also receives a free Advanced Hot Air Balloon.

    Dutch: Explorer can build banks; +2 Bank limit.

    Russians: Can train gatling guns and colonial militia from forts and blockhouses. Militia train 10% faster.

    Germans: Skirmishers upgraded to Imperial Needle Gunners for free.

    Ottomans: Colonial militia are generated from town centers in the same way as settlers. +2 Town Center limit. Choosing O'Higgins gives 10 Imperial Gardeners instead of 10 Imperial Hussars.

    ------------------------------------------------------------------

    -Here's how some units would be changed:

    Colonial Militia no longer have a Heavy Infantry tag, but lose their bonuses against cavalry and light infantry. Resistance changed to 0.10 hand resistance. They can also gather crates.

    Gatling Guns no longer have any penalties against units; ranged resist lowered to 0.50.

    Ironclads now have a 0.25 siege resistance in addition to 0.75 ranged resistance (if that's possible).

    ------------------------------------------------------------

    -In addition to these benefits, there would be new cards unlocked to boost the meager unit shipments.

    Infinite 1 factory: allows new factories to be built/replaced, with a build limit of 10. 500 coin is needed for a factory shipment.

    Infinite 4 Surgeons.

    Continental Redoubt: Militia can now build Walls and Outposts. Costs 700 Wood.

    Battlefield Construction: Militia can build Blockhouses/Barracks, Stables, and Artillery Foundries. Costs 700 Wood.

    Continental Navy: Militia can build docks; Ironclads trainable from docks (650 Wood, 650 Coin) with +1 build limit. Costs 700 Wood.

    Continental Army: Veteran and Guard upgrades unlocked for Militia at the Town Center. Costs 700 Coin.

    Guerilla Warfare: +4 Militia range. Costs 700 Food.

    Rotary Turret: Ironclads now have a broadside attack. Costs 700 Coin.

    ---------------------------------------------------------------------- 

    -In addition to these shipments, some new techs would be added to the Town Center:

    Counterintelligence (10000 Coin): Nullifies the effect of the Spies tech; if an enemy researches or has researched Spies, your units/buildings will not be revealed to them. Also works against the Great Buddha's Informers ability.

    Blockade Runners (15000 Coin): Nullifies the effect of the Blockade tech; you will be able to recieve shipments regardless of whether Blockade has been researched or not.

    Town Magazine (700 Food/Wood/Coin): Gives all Arsenal techs (including Advanced Arsenal techs)

    Constitution (200 Food/Wood/Coin): Gives all non-unique Church technologies except Mercantilism (which is now disabled after a revolution). Gives 1500 XP.

    Veteran Militia (200 Wood, 200 Coin, activated via card): +15% Militia attack and HP.

    Guard Militia (500 Wood, 500 Coin, activated via card): +20% Militia attack and HP.

    --------------------------------------

    Basically, these changes would allow Revolution players to maintain some sort of long-trerm sustainability and economy that can be replenished but still not as good as an Imperial economy. In addition militia are more than just cannon fodder- although still much weaker than an Imperial Musketeer, they are much more versatile.

  •  08-13-2012, 8:21 PM 965095 in reply to 965074
    0xyM0r0n 0xyM0r0n is not online. Last active: 09-25-2013, 10:39 PM
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    Subject: Re: Ideas for balancing Revolutions

    Play napoleonic era, the villagers there are sometimes better than militia...

    But some of the balance fixes you suggested make sense, since its glitched now... with the team villie cards...


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  •  08-18-2012, 6:17 PM 965400 in reply to 965095
    Marpolo Marpolo is not online. Last active: 07-14-2013, 6:10 AM
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    Subject: Re: Ideas for balancing Revolutions
    skhsri:

    Play napoleonic era, the villagers there are sometimes better than militia...

    But some of the balance fixes you suggested make sense, since its glitched now... with the team villie cards...

    Even if the glitches were fixed without some compensation, that'd only make Revolution weaker, further discouraging people from using it.

    I think the original idea behind the concept was merely trading economic power for military power. The problem with Revolution however is that choosing it over Imperial gives you neither.

  •  08-18-2012, 6:26 PM 965402 in reply to 965400
    TychoPsycho TychoPsycho is not online. Last active: 01-08-2014, 12:00 PM
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    Subject: Re: Ideas for balancing Revolutions

    The biggest problem with the revolution is it is basically useless versus heavy cavalry. a colonial militia cannot be upgraded by very much and he is stuck with 12 hand attack(2x to cav) which isnt even the attack of a regular hussar. And their is also no defence against cannons or culverins so your militia as well as your gatling guns are done for.

    However, O'Higgins is marvelous 'o' 


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  •  08-19-2012, 6:52 AM 965442 in reply to 965402
    Jerom Jerom is not online. Last active: 28 Dec 2013, 7:18 PM
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    Subject: Re: Ideas for balancing Revolutions
    Maybe the problem with Revolutions is that they are pretty strong early game (like when u rush up to industrial). Giving the colonial militia imperial-like stats would make a fast revolt really scary because then the colonial militia would just own anything a colonial player could throw at them...

    [N3O] Jerom_the_brave
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  •  08-19-2012, 7:28 AM 965453 in reply to 965442
    Marpolo Marpolo is not online. Last active: 07-14-2013, 6:10 AM
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    Subject: Re: Ideas for balancing Revolutions

    Jerom:
    Maybe the problem with Revolutions is that they are pretty strong early game (like when u rush up to industrial). Giving the colonial militia imperial-like stats would make a fast revolt really scary because then the colonial militia would just own anything a colonial player could throw at them...

    If a player invested all of their resources into aging up fast, it's likely the other player would be able to do the same. In that case a player in Industrial still has the advantage against the Revolution player if he can beat off the initial attack. That often isn't even difficult, heavy cavalry alone can usually beat whatever a Revolution player can build. Once the Industrial player reaches Imperial, it's basically game over.

    Also notice how revolting is completely useless in treaty. If you revolt in NR40, you lose unless your enemy is a terrible player.

  •  08-19-2012, 8:57 AM 965458 in reply to 965453
    Unkown_Genius Unkown_Genius is not online. Last active: 04-29-2013, 2:05 PM
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    Subject: Re: Ideas for balancing Revolutions
    Well the Otto fast revolt works very well in most cases. I don't think most other civs are going to reach industrial in 10 minutes while maintaining constant production.

    You're a noob and you suck at supremacy.
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