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List of things that people thinkt that need to be rebalanced


LetswaveaBook
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Here I would like to create a list of things that need to be rebalanced. If you feel something needs to be added, post it here and I add it. If you support a claim, I will add your name to that topic. In this tread I won't discuss things, but rather inventorize opinions. To keep the list concise, I will not mention (all) units specific to factions. Also, there are some generic imbalances (such as Ptolemies) and specific imbalances (such as Ptolemy philopater) and if you mention the generic imbalance you don't need to repeat every generic imbalance that comes with it.

So I will start with things that are considered to strong:

Sword Cavalry (insert name here)
Javelin infantry (LetswaveaBook, Dizika, borg-)
Pikemen (Weirdjokes, Dizika)
Skiritai (insert name here)

Mercenaries (LetswaveaBook)

javelin cavalry(Breakfastburrito007)

Specifically Sword cavalry mercenaries (Breakfastburrito007, Chrstgtr, Philip the Swaggerless, Dizika)
Champion cavalry in general (Insert name here)
Roman champion cavalry (LetswaveaBook, Breakfastburrito007, Chrstgtr, Dizika)
Iberian champion cavalry (LetswaveaBook, Breakfastburrito007, Chrstgtr, Philip the Swaggerless, Weirdjokes. soloooy0)

Iberian skrim cavalry with hero (Dizika)

Gallic cavalry champions (Dizika)

Priests(Weirdjokes)
Ptolemy philopater (Insert name here)
Ptolemies (LetswaveaBook, Yekaterina, Philip the Swaggerless)
Iberians (LetswaveaBook, Yekaterina)

Boudica(Chrstgtr)

Camel Archers(Chrstgtr)


Things that are considered to weak

CS infantry archers (Yekaterina, , Dizika, borg-, soloooy0)
CS spear cavalry (Breakfastburrito007, Chrstgtr , Dizika, borg-)

Spear cavalry merceneraies(Dizika)
Spear Cavalry in general (LetswaveaBook,Breakfastburrito007, Chrstgtr, Philip the Swaggerless, Weirdjokes, Yekatherina,soloooy0)

Bolt shooters(Dizika, borg-)

Fanatics(Chrstgtr, Philip the Swaggerless, Weirdjokes)

All speed/eco only heroes(Chrstgtr)

Britons(Dizika)

bad heroes (Weirdjokes, soloooy0)

Maurya elephant hero(Dizika)

Bad team boni(Weirdjokes)


Things that need to be reconsidered in general:


Damage values of ranged compared to melee (LetswaveaBook,Micfild).

Change the hp values of melee units to be the same as (or close to) ranged units (Micfild)

Reduce the armor values of Pikemen (Micfild)

cost of priests (Dizika, borg-)

Introduce an attack group/ground option(Breakfastburrito007, Chrstgtr)

Mercenary cost (Chrstgtr, Weirdjokes)
Catapults(Dizika,borg-)

Athenians(Dizika)

Macedonians(Dizika)

Roman Military camps(Dizika)

wonders(Weirdjokes, philip the swaggerless, chrstgtr)



People that have contributed to the list: LetswaveaBook, Micfild, Breakfastburrito007, Yekatherina, Chrstgtr, Philip the Swaggerless, Dizika, borg-.

Edited by LetswaveaBook
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I love this idea. It's great to have a compiled list of suggestions.

In my case i would like to support changing "Damage values of ranged compared to melee". 

As for what should change, i think the damage of ranged units should be lower than melee units (not by much) mainly do to balancing concerns. Since ranged units can shoot from afar, they can shoot first, and all at the same time or a the same target. Melee units need to get close and often spend more time just maneuvering through the battlefield than actually fighting. This effect is mitigated a little by the lack of precision with increased distance, but in large battles the "missed" shot mostly still lands, just not on the intended target, negating the damage "reduction" granted by the lack of precision.

==========================

Personaly i would also like to change the hp values of melee units to be the same as (or close to) ranged units. This way, the main difference in survivability between the two would be due to armor difference and faction specific bonuses/techs. It would also pair nicely with the damage value changes proposed above.

And last, but not least, reduce the armor values of Pikemen. I feel they are a bit too much the way they are now. With normal spearmen being 5/5 i would like to se pikes at 7/7 or even 8/6, considering that the large pike makes it harder to wear a sizeble shield for cover.

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11 minutes ago, Micfild said:

And last, but not least, reduce the armor values of Pikemen. I feel they are a bit too much the way they are now. With normal spearmen being 5/5 i would like to se pikes at 7/7 or even 8/6, considering that the large pike makes it harder to wear a sizeble shield for cover.

By the way, I try to categorize things. If you state it this way, I think that you consider pikemen to be odd and need to function differently. If you think they needed to function the way they currently do but need to be weaker, then correct me please.

I would agree with the statement, but that would be major changes for Ptolemies and Macedonians and I don't know if that would make everyone happy (although I would like it in some way).

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I think this will be a good way to visualize which things are considered OP by more people. 
 

You could add me for:

• Specifically Sword cav mercenaries 

• CS Spear cavalry (weak)

• Spear cavalry in general (weak)

•Attack ground/group 

•Roman Champion cavalry

•Iberian Champion cavalry
 

Not sure if it is relevant here but I would suggest (weak) many civs team bonuses.

Thanks for putting this list together!

Edited by BreakfastBurrito_007
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2 hours ago, LetswaveaBook said:

Sword Cavalry (LetswaveaBook)

Citizen sword cavalry is reasonable. Just mercs. 

2 hours ago, LetswaveaBook said:

Javelin infantry (LetswaveaBook)

Can't see a problem with them

2 hours ago, LetswaveaBook said:

Pikemen (insert name here)

They are strong but they have negligible attack. I like how they work. Actually they are beaten by anything sword. 

2 hours ago, LetswaveaBook said:

Skiritai (insert name here)

Nooo please don't touch them they are cute! They deserve the extra strength for their cost. 

2 hours ago, LetswaveaBook said:

Ptolemy philopater (Insert name here)
Ptolemies (LetswaveaBook)
Iberians (LetswaveaBook)

All 3 are too OP, I posted on them before. 

 

2 hours ago, LetswaveaBook said:

CS infantry archers (insert name here)

Not weak at all. You can make your opponent ragequit by archer harassment. Also archers can reach places where no-one else can. 

2 hours ago, LetswaveaBook said:

CS spear cavalry (insert name here)

They are very strong when used correctly, as they can counter enemy cavalry. However, I wouldn't mind buffing them slightly: extra speed 3x bonus against other cav. They should beat any other cav in a chase and escape if things get nasty. 

 

2 hours ago, LetswaveaBook said:

Change the hp values of melee units to be the same as (or close to) ranged units (Micfild)

Please don't

 

2 hours ago, LetswaveaBook said:

Damage values of ranged compared to melee (LetswaveaBook,Micfild).

Ranged are now the main damage output, but if ranged units deal less damage than melee then no-one will use ranged units...

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52 minutes ago, Yekaterina said:

Ranged are now the main damage output, but if ranged units deal less damage than melee then no-one will use ranged units..

I don't agree with this statement. The benefits of ranged troops goes beyond their raw damage as they have the ability to attack from behind fortifications, focus fire important units and are less likely to die in combat, maintaining their experience and leveling up more easily. Of course when i say lower than melee i don't mean rock bottom. Let's say if a spearmen does 5.5 damage per second (dps) then i would like an archer to deal around 3.8 dps while a slinger would deal 5 dps and a javelineer 5.5 dps.

I am currently toying with a mod that implement these changes (including the hp ones) and some more experimental ones, and in my tests those values were the ones that were feeling more balanced. Of course its still work in progress and subject to change, but my point is we really shouldn't underestimate the power of range.

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2 hours ago, Yekaterina said:

as they can counter enemy cavalry

They almost don't do that. A while ago, @LetswaveaBook did some tests and I remember spearcav barely beating the units they are supposed to counter best.

 

2 hours ago, Yekaterina said:

Not weak at all. You can make your opponent ragequit by archer harassment.

It is my bet that archers would be well balanced if they were able to attack units besides the closest one (archers would be most benefitted by attack-ground). Right now you could probably beat 100 archers with 10 pikes and 30 skirms, provided the melee are in front and there is no micro.

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Add me to the bold below. 

Sword Cavalry (LetswaveaBook)
Javelin infantry (LetswaveaBook)
Pikemen (insert name here)
Skiritai (insert name here)
Mercenaries (LetswaveaBook) 

Specifically Sword cavalry mercenaries (Insert name here)
Champion cavalry in general (Insert name here)
Roman champion cavalry (LetswaveaBook)
Iberian champion cavalry (LetswaveaBook)

Ptolemy philopater (Insert name here)
Ptolemies (LetswaveaBook)
Iberians (LetswaveaBook)

Boudica

Camels


Things that are considered to weak

CS infantry archers (insert name here)
CS spear cavalry (insert name here)
Spear Cavalry in general (LetswaveaBook)

Fanatics

All speed/eco-only heros


Things that need to be reconsidered in general:


Damage values of ranged compared to melee (LetswaveaBook,Micfild).

Change the hp values of melee units to be the same as (or close to) ranged units (Micfild)

Reduce the armor values of Pikemen (Micfild)

Introduce an attack group/ground option(insert name here)

Merc costs

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On 20/12/2021 at 12:15 PM, LetswaveaBook said:

Specifically Sword cavalry mercenaries - Philip the Swaggerless
Iberian champion cavalry - Philip the Swaggerless
Ptolemies - Philip the Swaggerless


Things that are considered too weak

Spear Cavalry in general - Philip the Swaggerless

Fanatics - Philip the Swaggerless

 

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Too strong: Pikemen armor

priests

Iberian champion cav (reduce their fire damage!)

mercs (too cheap)

heroes?

Too weak:

Spear cav in general (maybe increase counter to 2x)

Fanatics (they lack 33% durability, so other inf champs are 50% more durable and the speed bonus doesnt compensate it)

boni of bad heroes

bad team boni

wonders

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4 hours ago, Yekaterina said:

Maybe 3x is appropriate. Or, we can boost their base damage

I know that there is another thread for balancing the cavalry units. But I would prefer giving some extra armor to spearcav rather than buffing their damage or multiplier. I wouldn't want to see spearcav being overly good at one thing and then being worse than swordcav for every other use case (if we gave 3x counter). At the same time I would not want to see spearcav become the functional equivalent of swordcav (if we gave them more dps). I think if spearcav are given more armor then they would last longer in battles against general infantry and swordcav would be the better unit for quickly eliminating enemies thanks to higher dps. This would keep/add some distinction for the two units while also giving them wide ranges of usefulness.

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13 hours ago, Yekaterina said:

Now I agree they are too weak after being taught some lessons by jav cavs. Maybe 3x is appropriate. Or, we can boost their base damage. 

Rather than closing to an agreement, I am happy that you are willing to reconsider your views. If someone want to change his/her view, that is perfectly fine and it shows that more experience about A25 has been gained. So if you have contributed and learned something, then let it be known.

To be honest and give my opinion, I think most melee units could see their attack being boosted ("Damage values of ranged compared to melee"  item). Also when a single skirmisher fights against a single spearman, the skirmisher perform surprisingly well. Whereas I think that the current way javelin cavalry perform against infantry javelineers/slingers is nice, so probably melee units could use a boost. However that would be another topic.

 

BTW: When I say Spear Cavalry in general are weak, then I also mean that the spear cavalry champion is weak compared to other cavalry champions.

 

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15 hours ago, BreakfastBurrito_007 said:

I know that there is another thread for balancing the cavalry units. But I would prefer giving some extra armor to spearcav rather than buffing their damage or multiplier. I wouldn't want to see spearcav being overly good at one thing and then being worse than swordcav for every other use case (if we gave 3x counter). At the same time I would not want to see spearcav become the functional equivalent of swordcav (if we gave them more dps). I think if spearcav are given more armor then they would last longer in battles against general infantry and swordcav would be the better unit for quickly eliminating enemies thanks to higher dps. This would keep/add some distinction for the two units while also giving them wide ranges of usefulness.

I think spearcav need more armor in general to be viable for rushing near/around a CC.  Currently, rushing with spearcav is hard as (1) a skrimisher is reasonably strong vs spear cav, (2) a spearman is strong vs spearcav (gotta engage to deal dmg, unlike skrim cav), and (3) a CC deals dmg vs spear cav.  Can't really rush with spear cav.

For skrim cav you have at least spearmen that are somewhat useless (gotta chase so can be kited) and they outdamage skrimishers (so can engage them).  Spearcav is the "other cav unit that maybe you wanna use."

  

On 28/12/2021 at 6:54 AM, Player of 0AD said:

priests

???

Edited by Dizaka
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Mercs:

  • Sword Cav (Carth):
    • Issue is too much dmg and armor too early. I think they are correct with regards to cost which really shouldn't be a problem.  I'd propose either decreasing innate dmg and adding upgraded dmg inside the embassies that can be researched for 200-300 metal. 
      • I would leave armor as is . 
        • As it stands, Carthage is only civ that is effective in rushing/killing in P1/P2 and it is partly because of the armor.  Other melee cav are pointless to rush with b/c they don't have good armor. 
    • Look @wowgetoffyourcellphone Carth in Delenda Est to get ideas.  I like the implementation and it feels more "complete" and developed. 
      • However, I'd prefer Mercs being built from embassies not stables. 
  • Spear Cav (Sele/Ptolemy/Carth):
    • Totally useless and underpowered units.
  • Macedonian Skrim Cav
    • Powerful if used right.  Require application of constant pressure on enemy player to be effective and lots of micro (more than Sword Cav, have to be more frontal assault than sword cav running about in every part of map).  Not used by many players.  IDK if OP or not but I'd leave them as be.
  • Other Mercs:
    • Seem fine.  Though I think mercs should be more of a P1 unit (infantry) and stronger mercs (cav) in P2.  At P1 they seriously impact the start economy and if someone isn't p2 they can really screw themselves over without a market.
    • In general, I think R3 citizen soldier units should have a bonus vs mercs (e.g., a "fealty bonus" or through a "fealty upgrade" available in p3).  It would look like:
      • R3 - Max bonus vs Mercs
      • R2 - Reduced / Minimal bonus vs Mercs
      • R1 - No bonus vs Mercs.

 

Champions:

  • Skrim Cav (Iberian)
    • They are strong.  Partly because of Iberian bonus for skirmishers (cheaper champ units + CS units) that also get amplified with hero (moar cost bonus!).  Iberian innate civ bonus + hero bonus allow for quick booming into Champion Skrim Cav.  Walls help with booming/going defensive until p3.
  • Sword Cav (Roman)
    • Overpowering, especially with the hero that increases cav dmg and decreases infantry dmg.  Great synergy.  I think sword champ cav should be balanced seperately vs spear cav. Additionally, if that hero dies then you have +20% dmg hero.  Both heroes are on horses ... great synergy here.
  • Spear Cav (Gauls)
    • Overpowering, especially with +20% hero that increases dmg and +10% civ bonus for calvary.  Great synergy.  I think there should be a mobility vs damage formula because Champ Cav from other civs is not as deadly or used as effectively.
  • Spear Cav (Non-Gauls)
    • Rarely seen enough to be considered overpowering.

 

Siege:

  • Catapults:
    • Useless unit.  Weak because they lack something. (HINT:  S P L A S H).
  • Bolts:
    • Useless unit.  Don't see them being made at all in games.
  • Rams:
    • Still can't wrap my head over why you can block these with infantry (e.g., pike) but the catapult will not attack humans.  Also, won't attack farms (huh?).  Best thing to kill after a CC are all the farms surrounding the CC to handicap player eco.  My preference over Rams are elephants, always.
  • Siege Towers:
    • Not used by many but also effective in the right circumstances.  I'd say the unit is fine but it'd be nice if it was used more ... to attack walls/buildings ... siege sort of means against fortifications not units ...

 

Citizen Soldiers (CS):

  • Spear Cav.
    • In general, these units are used but are by far some of the weaker units when compared to their counterparts like Skrim Cav and Sword Cav.
  • Sword Cav
    • I think they are fine.  Noone is complaining about OP gaul cav or OP maury cav.
  • Archers.
    • Need some kind of boost.  Not a big boost but a boost nonetheless.
  • Skrimishers
    • Need to be toned down a little.
  • Pikemen
    • Either every civ has these units or somehow the armor on these units gets toned down.

 

Misc:

  • Priests
    • Nobody uses them.  Currently, gameplay requires a lot of food.  250 food is expensive.
    • Unit is OP (healing is OP) but has same problem Champions had in a23 (in a23 lack of metal, here lack of food b/c everything uses food)
      • Probably going to see this change (possibly a lot) with animals being garrisoned in corrals.

 

Civs:

  • Athens
    • No synergy at all.  Only saving grace for this civ is formation hero who adds +3 armor to each defense type.
    • Should be revamped to make champion infantry from Barracks.  Special building that produces champions currently should either produce heroes or be limited to 1-2, maybe 4, and produce champions at a faster speed and only produce champions once a tech is researched.
  • Romans
    • Encampment should produce ranged siege.  Encampment should have siege upgrades.  Remove the Arsenal from Rome.
  • Macedonians:
    • P2 Arsenal that counts towards P3.  Arsenal in P2 can do upgrades and build siege towers.  Delete the champion sword or make them mercs.
    • This civ used to have the strongest melee units IG (stronger than Sparta champions).  Give this civ the bonus vs Athens/Sparta back and the debonus vs Romans back ...
  • Britons:
    • Weak.  IDK how to fix them.
  • Mauryas
    • Elephant champion is useless.   Make him heal elephant units faster and add a dmg aura for all archer units and elephant units while debuffing all cav units for the Maury player?
  • Ptolemies
    • LEAVE THIS CIV AS IS PLZ.
    • This civ is getting neutered where dmg/bonus heroes are going to be mediocre like Kush heroes but the civ doesn't have something cool like pyramids.  It's fine having 1 good "push" civ.
  • Sparta
    • Have a useless champion (like Mauryas)
    • Skiritai are fine.  Actually, they are sparta's only strategy/uniqueness.

 

Edited by Dizaka
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Meus pensamentos sobre um futuro balanceamento das unidades.


Citizen Spear Cav - Aumento do bônus vs cav para 2x e aumenta a armadura.
Citizen Infantry Jave - Ataque reduzido um pouco.
Arqueiros - O ataque aumentou um pouco.
Sacerdote - O custo da comida deve ser drasticamente reduzido. As tecnologias deveriam custar menos. Seu HP é reduzido um pouco para compensar.
Catapultas - Adicione um pouco de respingo para que seja ligeiramente eficaz contra unidades (não como a23), ou aumente o ataque para ser mais eficaz contra builds e aríetes.
Bolts - Bônus vs elefantes ou menos custo.
 

Problematic units from each civilization like heros, carth sword cav, etc... seem to be more of a design problem for each civilization than balancing.

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23 hours ago, Dizaka said:

 

  • Britons:
    • Weak.  IDK how to fix them.

 

A few small changes can make all the difference.
Britons must be a civilization of rush/harassment/expansion.

- Can build fortresses on neutral territory and have root territory;

    -This allows you to build small "military base" (barrack, stable, tower), and control points around the map.

- Javelin infantry moves faster and gains more loot when killing enemy units;

    -This makes hitting and running much more interesting for Britons.

- Siege ram available in p2. Your health reduced to balance;

    - Excellent for harass enemies in p2, although p3 gets weaker cuz less health.

- Druids must have a significant buff aura to soldiers. although it must cost more resources than other healers. Temple and druids available in p1.

 

These small changes can make the game much more fun without new codes and are also all story-based.

Edited by borg-
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I really like all of the ideas.  Here's my response/suggestions/thoughts.

  

52 minutes ago, borg- said:

A few small changes can make all the difference.
Britons must be a civilization of rush/harassment/expansion.

I really like this.  More P1-P2 strong civs (currently, only Carthage is there with Mercs, IMO).  Making the game less of a race until p3 and upgrades and pushing it more towards for promoting raids and rushes.

52 minutes ago, borg- said:

- Can build fortresses on neutral territory and have root territory;

    -This allows you to build small "military base" (barrack, stable, tower), and control points around the map.

Same as above, really like this.  Could also maybe permit for P2 fortress for a forward stronghold in pushing towards neighbors, but IDK.

  

52 minutes ago, borg- said:

- Javelin infantry moves faster and gains more loot when killing enemy units;

    -This makes hitting and running much more interesting for Britons.

So unlike Gauls, Britons have P1 slingers and not skrimishers - so it lacks synergy.  What I've noticed, a lot of times, is that when certain units become overpowering is due to synergy.  For example, Roman Sword cav + 2 heroes to pair up with.  Gaul spear cav and hero.  Iberian discount on skrimishers and hero who discounts champions.  I like the idea but maybe more directed at slingers?  Not sure.

  

52 minutes ago, borg- said:

- Siege ram available in p2. Your health reduced to balance;

    - Excellent for harass enemies in p2, although p3 gets weaker cuz less health.

I don't know if rams should have less health for Britons.  They already have only 1 siege weapon in p3.  I think this could be more of a debonus for Macedonians (who could make up for it with siege hero).

52 minutes ago, borg- said:

- Druids must have a significant buff aura to soldiers. although it must cost more resources than other healers. Temple and druids available in p1.

+1, same as above.  Like it.

 

 

 

 

  @LetswaveaBook see below updated for me

On 20/12/2021 at 1:15 PM, LetswaveaBook said:

Iberian champion cavalry (LetswaveaBook, Breakfastburrito007, Chrstgtr, Philip the Swaggerless, Weirdjokes, Dizika)

Iberian skrim cavalry (Dizika)

Iberian skrim cavalry w/ Hero Discounts (Dizika)

Gallic (Gaul) cavalry champions (Dizika)


Things that are considered to weak
Spear Cavalry in general (LetswaveaBook,Breakfastburrito007, Chrstgtr, Philip the Swaggerless, Weirdjokes, Yekatherina, Dizika)

Bolt shooters(Dizika, borg-)

Rams (Dizika)

Fanatics(Chrstgtr, Philip the Swaggerless, Weirdjokes, Dizika)

All speed/eco only heroes(Chrstgtr, Dizika)

Sparta no-bonus hero (Dizika)


Things that need to be reconsidered in general:

cost of priests (Dizika, borg-(Note:  Change should consider corral garrison update)

Introduce an attack group/ground option(Breakfastburrito007, Chrstgtr, Dizika)

 

Edited by Dizaka
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On 20/12/2021 at 7:15 PM, LetswaveaBook said:

So I will start with things that are considered to strong:

Sword Cavalry (insert name here)
Javelin infantry (LetswaveaBook, Dizika, borg-)
Pikemen (Weirdjokes, Dizika)

Iberian skrim cavalry (Dizika)


Things that are considered to weak

CS infantry archers (Yekaterina, , Dizika, borg-)
CS spear cavalry (Breakfastburrito007, Chrstgtr , Dizika, borg-)

Spear cavalry merceneraies(Dizika)
Spear Cavalry in general (LetswaveaBook,Breakfastburrito007, Chrstgtr, Philip the Swaggerless, Weirdjokes, Yekatherina)

Bolt shooters(Dizika, borg-)

Fanatics(Chrstgtr, Philip the Swaggerless, Weirdjokes)

All speed/eco only heroes(Chrstgtr)

Britons(Dizika)

bad heroes (Weirdjokes)

Maurya elephant hero(Dizika)

Bad team boni(Weirdjokes)


Things that need to be reconsidered in general:


Damage values of ranged compared to melee (LetswaveaBook,Micfild).

Change the hp values of melee units to be the same as (or close to) ranged units (Micfild)

Reduce the armor values of Pikemen (Micfild)

cost of priests (Dizika, borg-)

Introduce an attack group/ground option(Breakfastburrito007, Chrstgtr)

Mercenary cost (Chrstgtr, Weirdjokes)
Catapults(Dizika,borg-)

Athenians(Dizika)

Macedonians(Dizika)

Roman Military camps(Dizika)

wonders(Weirdjokes, philip the swaggerless, chrstgtr)

 

there are things that are simple to improve, I'm going to put what would be easier, I think, but the problems would come with synergy and balance insurance, see what you think. 
first cavalry: cav sword champion in late is overwhelming for a long time especially roman and I do not think it is because it is too strong, although I would raise a little attack time 0.75 to 0.85/90 

cav spear with lance, practically useless for a long time, the champion the same, and for 2 main problems
1 it needs more bonus vs cav x2, it takes so long to attack that it is not effective.
2 armor/health, she needs a slight armor upgrade or she will only be useful in p1 for rush and late for mobility and echo hunting.

iber fire cav, with a little reduction of armor would be enough and maximum fire damage x2 vs organics 
this way you could fight with spear cav well and you will need micro for both sides so it won't be a suicide.

horse, camel and infantry archers
is the unit I've used the least, but they have a terrible aim, low damage and are the easiest to mislead with dancing or by putting troops in the way
if the ranged units had something like in total war to shoot at a unit, instead of the closest thing.
with a little improvement in their aim would be enough and some way to have a favorite target. 

fanatical, expensive and without armor  
you can do 2 things or 3 mmmm-
1 cheaper
2 a little armor
3 that are harder to see? that the enemy's detection/sight range is 75% with them?

unused heroes
agis II, maurya (heroe ele)
these have nothing special, no reason for use
there are others not very useful, but some of them if they could be chosen in regicide/ nomad, they would be really useful, but as in those modes they are random heroes -.-

op pikemen, they are too tough, no ranged unit can take them down fast enough, take off a little bit of a minimum armor type, vs ranged or vs melee.

priests or have more aura or less cost are not useful, basic and technolgies are not necessary if it is more efficient to withdraw and use the temple ...

catapults need small area damage and bolts need linear damage, but also friendly damage even if it is reduced.
but also friendly damage even if it is reduced, I hate the tactic of making a ball and everything shoots to the center.
with friendly damage is solved
 

bonus civ (º-º)
mace: 1 siege in phase 2 and (stoa helena) 1 champion in phase 2 
athen, sparta: 1 champion in phase 2 (stoa helena)
nudity check up
briton some housing bonus like before, give +1 to houses? 6 ...

soliferrum iber T.T in phase 2

castles of little use, hardly useful 
give more rank to the arrows, give them urbe class like the cc, increase their campaign to 40 or 50 so that in case of retreat you can save enough troops, create some kind of troop in them, champions or regulars. 
helenos 1 siege + troops of the stoa 

lastly game modes mentioned in other posts
increase the price of troops yes:
1 goes over 80%.
2 if the game lasts more than 25 mins
3 wonder technology that reduces the cost of everything

I think that's it
 

 

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