Just like everyone I like thinking about the game balance, considering both the input you get listening to pro players and the fun of playing in lower or unrated games. I present 3 ideas i have thought about for a while and done some minor testing on:
-Remove Crop Rotation and Heavy Plough (!) from Khmer
This is meant to address the dominance Khmer seem to have nowadays because of their eco bonus, especially in (late game) team games. I personally think it's really amazing that a civ like Khmer that was undeniably the worst 1v1 RM civ in the game managed to pick up that much wind because of just one (even if quite significant) little change. That being said, Khmer being the more or less only civ to reliably go for Battle Elephants also leads to a bit of a dislike for the unit itself. Some changes in the past trying to address that tended to nerf elephants overall, thereby making non-Khmer elephants even more situational. The reason Khmer elephants are so dangerous (besides also having arguably the best ones) is because they have the food eco to afford them. Taking away their farm upgrades wouldn't change that (although heavy Plough ever so slightly increases gathering speed), but it would lead to a much less reliable eco in the late game, because you will just be burning through would with ~80 farms.
-Remove Squires from Mayans (but maybe decrease El Dorado research time again)
Mayan Eagles have always been (once you have all your upgrades) the best eagles in the game (not that there are many others to compare them to). They also rely on Plumed Archers throughout most of the mid to late game, before eventually tech switching into eagles for late game raids. Whereas Incas and Aztecs have to solely rely on their eagles for that, Mayans have a second great option, their Plumes. Taking away squires would hinder the Mayan raiding ability in the late game, which tends to be the way to close out the game for them. They would still play similarly throughout the midgame, but wouldn't be as good as the other two civs if they don't get Castles up/have to rely on eagles.
-decrease the Wheelbarrow research time to 55s (was 75s, Hand Cart is also 55s)
This change is meant to implicitly nerf the Viking eco advantage. They would go from essentially having a 3 vil lead in Feudal and an additional 2 in Castle age to about 2 in each age, which isn't that big of a change, but at least should give other civilizations the possibility of booming along a bit. As I've explained in another post asking about the Viking eco problem, it's really tough to nerf them in a way that doesn't make them obsolete, no fun to play or step out of the regular mechanics of the game. This is the one I'm most torn about, as this will impact every other civ as well, essentially making booming a bit easier in Feudal Age, which might not be too problematic though.
Thanks for reading through and I'm always happy to hear everyone's thoughts and destructive criticism
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