the_emperor222
Skirmisher
posted 11-23-07 02:39 PM
EDT (US)
34 / 83
chinese:
-ok, i think the chinese are good enough so dont decraese the training time of banner armies. ( btw they have already 2 cards for that and we dont want instant banner armies)
- decrease the range of hand mortars by 2 and incraese their cost to 50f 95 w
+1 atck and +1X multipelier agianst cav for pike and keshik isnt a good idea either, make it +1X multipelier for chandrao
-flametrowers range has to incraese to 12
- porcelain tower tower gather rate decraesed to 2 f/s, 1.5 wood/s and 1.75 gold/s
dutch:
decraese the build xp for a bank to 110 xp
british:
-give them a good fortress politican something like "the kings archer" 4 lbowman and veteran status given
Aztec
- give coyote runners the same system as tad cav.
+1.5 multipelier against all infantry and 0.7 against HI
-give mace +1 atck.
Indian
-incraese mahout lancer basic damage to 38
-give them a CIR like tech what works for siege ellies to
this is defenately not everything, but it is something
oh and yeah, US and Swiss or more then 2 teams would never, never, ever be included in a patch or expansion
Eicho
Skirmisher
posted 11-23-07 03:58 PM
EDT (US)
35 / 83
Most of the things here are just stupid.
You say you give +1 attack and +1 multiplier for all Colonial Chinese Anti Cav, then you say Keshik attack from 8 to 10.. So Keshik will end with 11 Colonial attack and a lot more attack to cav (specially after the card that grants them +1 multiplier), thats just silly.
Just give Quiang pikes +1 vs Cav, thats all.
Disciple 100 food? for a unit wich limit is 7? no.
(i know you can get more via Wonder or conversion)
You just lower the number of Disciples Fortress age Pagoda gives, lower it from 12 to 10-8.
Increase army train tiem for Dojos? lol, Dojos are fine, they dont need any change.
If India gets +1 villager and +1 wood crate, that would be OP. I never played India, but it's kinda obius.
There are a lot other things that doesnt make sense,i wotn list all.
Tungsten_Knight
Skirmisher
posted 11-24-07 11:27 AM
EDT (US)
38 / 83
I thought shipments made it so Flying Crows are made faster? I think it's the Acupuncture and the Engineering School that make them train faster.
Foy Lyndstrom
Skirmisher
posted 11-25-07 04:10 PM
EDT (US)
41 / 83
I have heard in other threads that many people believe that the Dutch needs a bank nerf of some kind. I personally like them the way they are, but in order to make things balanced, I see why something might be needed.
Instead of changing the cost of banks or the amount of coin produced, maybe the hitpoints of banks should be altered. Making them very vulnerable to a raid might persuade players to not make as many of them, as it would be a great loss of resources. For instance, would you make a bank if it could be destroyed as fast as a house?
Ok, so maybe that's a quite extreme example, but is the idea feasible?
KSimms
Skirmisher
posted 11-26-07 01:08 AM
EDT (US)
43 / 83
Hey how about the Agra Fort actually be worth building, maybe then the idea for India to turtle or boom would actually work
Red xerxes
Skirmisher
posted 11-28-07 06:12 AM
EDT (US)
46 / 83
spanish are NOT op.
they fare poorly vs good rushers but do well vs boomers and turtlers. that is kind of balanced.
sorry make that jannissary-23 ranged attack and 16 hand damage. after the advent of the sepoy the jannies have been made to look like jokes.they cost 100f and 25 coin. muskets cost 75 f and 25 c.for their part jana have extra 85 hp,now this is justified by the xtra food cost.butjanz have lesser ranged attack 20 compared to 23.so i don't see how a boost for jannies would make them op.remember unlike muska jannissaries are the only unit a ottoman has from the barracks.so of course he would want a unit thats worth its price.
now compare this to the sepoy.100f,20g.lesser thsn jannisary. 170 hp and 21 siege..but 26RANGED attack,and 4.5 speed .they can actually avoid being hit and run.
now the jannissary is the only cavalry defense unit that ottos have.lategame they are too late because of their low hand damage to kill cav before they kill ur abusguns and artillery.they win but too late.that's why they need a good hand attack upgrade.
why not nerf palatine settlements?30 pop means 7 houses to house his entire pop.that is disgusting.
3 tps very early into colonial can be deadly on certain maps.the doesn't have to move around the map making tps.u don't need to collect crates and then build or collect large amount of wood during transition.u can age with wood politician .make barracks and houses. and with 3 tps up research stagecoach.u will have a great tp res supply.army base.pop space,const vill production and res crates and military shipments still unused. that i think kinda says it.
Tungsten_Knight
Skirmisher
posted 11-28-07 10:53 AM
EDT (US)
47 / 83
Just so you know, in a few tests I've done, Janissaries always come out on top. The fact that they've got so much HP makes them able to outlast most units, even if it is just by a little. Sepoys may have 25 attack, but they only have 190 HP...which interestingly is equal to the Janissaries 235 HP and 20 attack (to be more precise, if they fight each other 1v1 with no micro, then they both die at exactly the same time). Ashigaru may be fast and have a high ranged attack, but they still have the same range, and they don't have as much HP...
Of course, that's looking at it without any card upgrades.