This is a balance mod meant for testing changes before creating patches for them on trac. The changes are purposefully small and not drastic, and I don't plan to fix all of the balance issues as I don't have too much time available and additionally it makes it harder to get into the game. Additionally I'm also limited by other factors, such as map generation. Currently mines are spawned entirely randomly, which means that in team games one team will occasionally enjoy a huge metal advantage, while the other team has no extra metal mines or has to share 1 mine between all of them. This means that if champions are balanced in such a way that they are cost efficient vs citizen soldiers then we will much more frequently have the winning side decided on map generation.
CURRENT CHANGES
Team bonuses:
Iber: 20% to 10%
Rome: 20% to 10%
Kush: 20% to 10%
Technologies:
Loom: 50% to 100% and cost from 150F to 200F
Armor plating: 500W, 250M to 300W, 150M
Advanced Siege: 1000W, 500M to 700W, 300M
Citizen soldiers:
Slingers: 9.5P, 1C and 3.0 accuracy to 9.2P, 0.9C and 3.5 accuracy(right between skirms and archers).
Archers: 6P to 6.7P.
Citizen cavalry:
Cavalry archers: Move speed from 17.5(same as javelin cavalry) to 16.0 and run speed from 29.2 to 26.6
Elephants:
War Elephant: 250F, 250M to 300F, 200M
Elephant Archer: 200F, 80W, 20M to 150F, 75W
Champions:
Archer Cav: Move speed from 20.3 to 18.4 and run speed from 33.8 to 30.7
Catapults: Splash damage radius: 10m to 7m
Buildings:
Carthaginian temple: 400S to 300S
Kushite small pyramid: 300F, 300S to 300S
VERSION 6.0 CHANGES
Actually changed archer damage to 6.7P from 6.8P
Fixed elephant archer speed, as I originally didn't realise they had cav archers as parent template.
Carthaginian temple cost from 400S to 300S
Kushite small pyramid cost reduced from 300F 300S to 300S
BalanceTestModV6.zip