Vs:
Iro – Close to impossible to win. Impossible to know if he goes FF, semi-FF or colonial rush. You are screwed before the game even starts. Also you have no mortars and the GreatHouse TCs outrange even Arrow Knights. Removing 2 attack from FP will not change this; it will still be an impossible mathup.
Spain: Extremely hard matchup. As an 1850 player I have to play flawlessly to even stand a chance against a 1700 Spain. The patch may actually make this matchup go from impossible to very hard.
Dutch: If you let them FF undisturbed it is almost impossible to win. If you attack in colonial you are at a disadvantage but it is your only chance.
Otto: You are severely disadvantaged. Maces may beat Janissaries cost wise but you cannot get enough of them early game due to house problems. Coyotes suck at killing Abus guns. As Aztecs you may be at an advantage in mid fortress due to Eagle Warriors, but you will never get there. The patch changes to Abus Guns will not mean much in colonial, maces will die like flies to Abus Guns.
Russia: Streelets beat Maces. Coyotes beat Streelets but just barley. And you cannot get out enough coyotes in time to kill all his streelets. Still, this matchup it not impossible, just hard.
France: France are stronger then Aztecs, but this match-up is somewhat balanced. Given equal skill, you at least stand a chance.
Britain: Balanced mathup. Will be harder after patch.
Sioux: Balanced matchup.
German: A slight advantage to Aztecs.
Portugal: A slight advantage to Aztecs.
When the patch was announced I thought it was great. But the more I play the more sure I am that 75% of the balance problems remain even after the patch.
So I suggest:
1. Implement everything as planed in the patch.
2. Remove Iroquois starting Travois.
3. GreatHouse bonus attack to 50% from 100%.
4. Cut the effect of town dance in half.
5. Cut 1000 hit points of Banks so that it actually possible to take them down.
6. Let the Aztec TC provide 20 population. This is better then giving them extra starting wood which could be used for a TP, which would be too strong.
7. Give Coyote Runners 30% RR.