This is just comprised of what I think might be cool to have in the game and it gets rid of some of the spawning/one time use bonuses.
(This was made before the November PUP was released btw)
------------------------------------------------------------General-----------------------------------------------------------------------
(Elite) Battle Elephant:
- Cost reduced from 120f 70g ->100f 70g
This'll make BE stronger in early castle but not much sronger in the late game.
(Elite) Steppe Lancer:
- Increase melee armour from 0 -> 1
- Reduce cost of Elite Steppe Lancer upgrade from 900f 550g -> 500f 350g
If Longsordwsmen can have 1 melee armour and a upgrade cost reduction then so can the Steppe Lancer!
--------------------------------------------------------Civilization Balance------------------------------------------------------------
Bulgarians:
(Elite)Dismounted Konnik:
- Melee armour increased from 0 -> 2
This is to match the dismounted Konnik's melee armour with the mounted version which would make sense since they are the same horseman.
Burgundians:
Flemish Militia:
- Are now available in Town Centers in Imperial Age
Flemish Revolution:
Upgrades all existing Villagers to Flemish Militia; create Flemish Militia at Town Centers-> Flemish Militia take up -0.4 population space and are produced 100% faster.- Cost reduced from 1200f 650g -> 750f 550g
I don't really like FR so this gets rid of it and makes massing new Flemish Militia easier than before
Burmese:
- Now have access to the Thumb Ring technology (Arambai unaffected)
- Skirmishers now gain +1 damage per Age as well as infantry (starting in Fuedal Age)
- Recieves the Elite Skirmisher upgrade for free
Elite Arambai:
- Pierce armour reduced from 2 -> 1
- Is now affected by Parthian Tactics (+1/2 armour, +2 vs Spearmen)
Howdah:
- Increases armour from +1/2 -> +2/2 armour
This buff makes Burmese skirms equal to generic Skirms but better vs everything that isn't ranged like Halberdiers, protecting your elephantos. It also gives the Arambai some much needed armour and makes your precious elephantos stronger.
Cumans:
Cavalry 5% faster each age (starting in Feudal Age)-> Cavalry move 5% faster (starting in Dark Age)- Archery Ranges, Stables and Siege Workshops now cost -75 wood (was -100 wood)
Steppe Husbandry:
Light Cavalry, Steppe Lancers and Cavalry Archers trained 100% faster-> Cavalry units move 15% faster
Cuman Mercenaries:
Team members can create 10 free Elite Kipchaks in the Castle-> Cavalry archers and Kipchaks cost -25% gold
(Elite)Kipchak:
- Cost increased from 60w 35g -> 60w 40g
This change restores Cuman Cavalry to their former speed, makes their Fuedal Siege more viable and makes their Cav Archers and Kipchaks cost less gold.
Franks:
Cavalry +20% hp-> Knights +20% hp
Franks are still the number 1 civ after all these years, so maybe this'll finally dethrone them from their pedestal by making their early game weaker
Indians:
- Recieve access to the Battle Elephant and Elite Battle Elephant units
- Recieve access to the Plate Barding Armour technolgy
- All gold sources now produce 10% faster
Fishermen work 10% faster-> Fishermen carry +5 foodStable units +1P armor in Castle and Imperial Age (+2 total)-> Stable units +1 line of sight per Age (starting in Fuedal Age)
Imperial Camel Rider:
- Upgrade cost increased from 1200f 600g -> 1200f 700g
Sultans:
All gold income 10% faster-> Camels and Elephant units attack 15% faster- Cost changed from 400f 400w -> 450f 350g
Shatagni:
- Now also increases Hand Cannoneer accuracy by +10%
This fixes: the weird bonus of having free +2 PA but -1 melee armour by having normal armour: the fact that the INDIANS don't have elephants and it removes the accuracy debuff caused by Shatagni.
Portuguese:
- Fishing Ships and Gunpowder units recieve +4 Line of Sight
Feitoria:
- Feitoria effect changed from providing 1.6 food, 1.0 wood, 0.7 gold and 0.3 stone per second -> makes resources last 5% longer for each Feitoria built (Maximum 40%)
- Population cost reduced from 20 -> 10
- Cost reduced from 250g 250s -> 180g 180s
- Hp increased from 2700 -> 3500
- Build time reduced from 120s -> 100s
- Now takes up only a 4x4 area
- Now available in the Castle Age
This is just to boost the Portuguese early and late game and to finally change the Feitoria which is nearly useless on land maps but can be OP on water maps.
Sicilians:
First Crusade:
Each Town Center (maximum 5) spawns a one-time batch of 7 Serjeants; units more resistant to conversion-> Donjons produce Serjeants 100% faster; Serjeants deal +4 vs Camel units
I don't really like spawning bonuses in AoE2 so this gets rid of one of them. It also gives you more of a reason to choose Serjeants over Hauberk Cavaliers while also making a combo of Serjeants and Cavaliers more viable.
Tatars:
- Sheep no longer spawn from town centers in the Castle Age
- Villagers now gather +70% food from herdables (was +50%)
Silk Armour:
- Now gives Steppe Lancers, Cavalry Archers and Scouts +2/1 armour
- Cost increased from 400w 300g -> 400w 400g
This makes the effects of Silk Armour more different than the Turks' bonus and it gives an early eco boost
Turks:
- Now have access to the Steppe Lancer and the Elite Steppe Lancer units
- Steppe Lancers recieve +1 pierce armour along with the Scout Cavalry line
Its seems kinda odd that the Turks, who lived in Steppe Regions, don't have access to the Steppe Lancer. This change fixes that and it gives them a neat little bonus to go along with it.
Vietnamese:
Paper Money:
Allies recieve 500 gold-> Team archer units cost -10% gold- Cost changed from 500w 300f -> 1100w 350g
This continues the trend of removing one time effect technologies, providing a long term bonus
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