Some time ago, RE released patch 1.02 to address some serious balance issues. But everyone who plays the game will still notice some very OP civs.
That's why experts on agesanc made an own Fan patch to solve the balance issues. As most of you know they are working on an update of this fp to get even more balance.
We from the Triple Entente (TΣ ) clan are also working on a patch, although we take a slightly different approach. We don't take one baseline civ and then nerf the OP civs, while improving the UP civs. What's the fun with that?
We however won't nerf the OP civs, we just make every other civ also OP
This patch is not meant for 1v1, but it's especially designed for some fun FFA's.
A lot of the work is already done, we just need to add a few more changes. Major credits go toNo_Nickname and SunilD93 (CrazyLunatic), because they did most of the modding and came up with a lot of the great ideas.
These changes are already done (don't mind the occasional "21", "lol", "rofl" I forgot to delete when I copied it from our work file):
Aztec
Aztecs will rely on melee units. Super fast coyote runners + pumas, jag knights and very slowly but siege heavy Skull knights.
-Coyote runners +2.5 speed
-Improved pathing of coy
-Coyote runners -10% RR
-Puma + 3 speed
-Puma - 30 siege
-Skull knight – 2.5 speed
-Skull knight + 15% hp
-Skull knight + 50 siege damage
-Increased area attack to 4!!!
-In return lowered base damage to 5(in cover) and 10 in melee mode
-To make efficient anticav despite lowered attack, raised bonus to X5 vs cav and X5 vs LI (LOL)
-Increased Aztec WC velocity by 1
-Changed WC cost to 20 gold( XD )
-Increased rate of building TP from 3.000 to 5.000 (!)
-Arrow Knight becomes a Flying unit. This means they can still be attacked, but they can move up to cliffs and through all other objects (like water ^^ or walls ) --> use to perform sneak attacks via water
-To balance HP reduced drastically to 100 from 150.
-xpmedicinemanaztecs (warrior priest) Build limit increased to 15 (!)
-Warrior priest gather rate at firepit increased from .1 to .15
China
China will be based on the legendary CKN and Flamethrowers extremely boosted!
-CKN +4 attack MELEE
-CKN + 1x bonus vs HI+RANGED CAV (ONLY at RANGE!)
-Lower arquebusier health to 47 from 97 to make CKN main chinese ranged unit!11
-However increased arquebusier LOS to 44 from 24 to make them a scouting unit :P
-Pike – 15 hp
-Steppes -25
-Steppe get 3x BONUS vs HI when in trample mode(currently .5 bonus) (!111)
-Keshik get 26 LOS 12 range
-Keshik speed increased to 7.30
-Chinese monk can stealth
-Monk – 300 hp
-Build limit monk made to 5!11 EDIT: This change works in practice a bit different, you can call your explorer always back for 30 gold (even when he is alive)
-Cost made to 30 gold (from 300 gold)
-Monk now has 70% chance to do critical that does 3x damage(rather than 2x damage) (%raised from 20)
-Flame throwers population reduced to 3 from 4
-Flame throwers + 2 speed
-Reduced to 150 wood/gold from 170w/g
-Keshik 2x vs vills
-Disciple Build limit increased to 20
-Disciple cost reduced to 20
-Disciple Hp reduced to 50
-Disciple attack reduced to 1, but have 40% Chance of doing 20x damage critical hit!
note: disciple difference in critical hits not applied in cover mode
- Chu Ko Nus are now Chu Ko Nubs DONE
-Hand mortar damage reduced to 2, but ROF made to 1.0 :O
Dutch
Dutch will rely on a good economy and fast ranged units, skirm + Ruyters.
-Ruyters + 2 Range
-Ruyters +2 LOS as well
-Ruyters -20 hp
-Ruyter Movement type changed to air
-Ruyter To balance it out a bit HP reduced to 100 from 120 but attack increased from 14 to 18 (need higher damage otherwise can't be good meatshield if they fly lol111)
-Fast halb card changed to fast skirm card, skirms get + 1 speed
-Banks cost raised to 450f 450w
-Banks have velocity of .5
-Bank income adjusted accordingly (3.53 g/s)
-Coffeetrade now gives only + 1 bank and -20% military speed
-Dutch can build horse artillery in age 3
-Change fast age up politician to 6 skirms
- Envoys-Flying units
- Envoys get 15 attack with 2 area damage (x0.3 vs villagers)
Brit
Main units become musk + grenadier + lbow
-Lbow cost adjustment to 60f/40g
-Musk/gren card now boosts grens with 25%
-Gren siege card now boost siege damage to 90%
-Lbow now get 13 attack(down from 17) but + 6 range
-Longbows get 28 siege attack range as well
-Can’t build hussar in colonial
-Manors cost increased to 220 wood, gives 2 vills now (still 10 pop)
-Manors now have 99.999% siege resist so 100x better than walls :P
-Manor velocity increased to .5
-Rocket Hitpoints decreased to 200
-Rocket ranged resistance reduced to 50%
-Rocket Damage: 1000, 200 range, 16 area, x3 vs Ships, x2 vs buildingsx0.25 vs artillery, x0.1 vs arrowknight, damagecap: 5000
-However reduced LOS to 20 so you have to use a scout or another unit to fire at units (I think you can fire at buildings anyway)
-Changed ROF of Rockets to 50
-Changed train points of Rockets to 125 (up from 98)
-Added build limit of 8 to Rockets
-Increased lifespan of RocketShell projectile from 5 to 95
-Added LOS of 25 to RocketShell projectile
French
Xbow civ
-Can’t build skirms in Fortress
-Age 3 xbow convert card now doesn't change xbows but gives CDB Oprichnick stats
-Explorer can train CDB
-Cuirassiers get + 10 attack (Also increased Damage cap to 90 from 70)
-Cuirassiers get -100 hp
Germany
Uhlans
-Uhlans become MM, decay is 2 hp per 3 seconds
-Uhlans + 4 attack
-Also increased trample from 25 to 41 to make it useful
-Also increased trample damage cap from 75 to 100
-Cav attack card increases attack boost to 30% (from 15%)
-Explorer can train Uhlan
-Settler wagon velocity increased from 4 to 8!
-Settler wagons have 2x bonus against villagers with blunderbuss attack (I think that's just regular ranged shot or it may be the attack once blunderbuss is researched)
- 4 Nitro Petards shipment changed to provide 6 Nitro Petards. Can now be sent infinite times
India
Sepoy become the main unit, Gurkha’s become snipers and urumi trainable
-Sepoy get attack bonus vs HI gave 2x bonus (ONLY IN RANGED THOUGH)
-Sepoy get -20 hp
-Gurkha get ROF 45.0 (up from 3.0) (and a very slow shooting animation, no instant fire)
-Gurkha get a range of 60
-Gurkha get an attack of 4000 with 0.1x against artillery and 0.1 against ships
-Gurkha hp decreases with -50 hp
-more LOS to 60
-Gurkha cost increased from 70/50 f/g to 90/70 f/g
-Gurkha has a build limit of 13
-Gurkha can stealth
-Can train Urumi now, cost will be 150f/150g
-Every Urumi shipment will give Urumi +0.5 bonus vs HI (this also works for the infinite urumi shipment)
-Rajput-Speed increased from 5 to 7 (!)
-Mahout population decreased from 7 to 5
-Mahout speed +1
-Mahout +100% HP and attack
-Mahout x2 vs cavalry added
-Howdah +100% HP and attack
-Mansabdar Mahout and Howdah changed accordingly
-Mahouts, Howdahs and their mansabdars cost doubled. Wood gather rate of non-mansabdars x2, mansabdars x4
-Mansabdar Zamburak and Sowar food gather rate x2
-Jat lancer population from 4 to 3
- Siege Elephants and Mansabdar Siege Elephants now fire lazer from their cannons (up from cannonballs)
Iroquois
- Aennas get ROF 1.0 only for ranged
- Aennas get 0.5 ROF in hand mode DONE
- Tomas get -50 hp (150 to 100) DONE
- Tomahawks get 2 area of effect on ranged attack and 3 area of effect on hand attack
Travois
- Travoises cause trample damage like TUCK TUCK TUCK monstertrucks.
- 10 damage in discovery, 15 in colonial, 30 in fortress, 60 in industrial, 100 in imperial
- Hitpoints are as following: 125 (discovery), 175 (colonial), 250 (fortress), 400 (industrial), 650 (imperial).
- +1 speed in colonial, +2 speed in imperial
- +2 AoE (area of effect) in colonial, +1 in fortress, +1 in industrial, +3 in imperial
- Siege resistance changed to ranged resistance, +0.10 ranged resistance with each age
-Conservative Tactics shipment now also boosts Travois attack and hitpoints by 20%
Japan
- Can build twice as many shrines
- Shrine velocity .5 DONE
- Shrine cost 220 wood
- Can train Hatamoto samurai from rax. Cost in Colonial 150f/ 150g, cost decreases each age with 23f/24g. Can no longer train them from the Consulate (NOT DONE YET)
- Ashis + 1 speed
- Yumi + 3 speed
- Consulate yambushi (clubs) speed +1
Ottoman
Abus/Spahi civ
- Abus bonus vs HI increases with +2.5 in range only
- Abus can be trained from TC
- Abus get 80% RR
- Abus get - 60 hp (ABUS BUG NOW FIXED)
- Removed ABUS ranged penalty towards villagers!!!
- Abus Guns now fire a lazer beam
Spahi
- cost made to 331 food
- enabled age 2
- Enabled for training in stable
- 5 Spahi: Now costs 250 food (down from 1000 food)
- 3 Spahi: Now costs 150 food (down from 600 food)
- 4 Spahi: Now costs 200 food (down from 800 food)
- Team 4 Spahi: Now costs 300 food (down from 1200 food)
- 6 Spahi: Now costs 350 food (down from 1200 food). Can now be sent infinite times
Port
Late Game Civ
- Mortar card now increases range with +60
- Cacadore range increased to 26
- Genitours now increases range of goons with 26 to 38
- Genitours now increases range of cacadores with 14
- Minuteman don't decay in hp
- Cacadore-Speed increased by 1
- OrganGun-HP increased to 180 (i believe that means no 1 shot culv kill anymore but not quite sure)
Russia
-Oprichnicks less hp 200 instead of 250
-Oprichnicks available in age 2
-Oprichnicks more siege 85 instead of 75
-Now build vills in batches of 5, cost per vills stays the same
-Can build forts in colonial (moved "National redoubt" card that lets muskets build forts to age 2. Also enabled forts to be available in age 2 for Russians).
-National Redoubt card now also delivers 1 Fort Wagon
-Infantry trains faster (halberdiers and musketeers train 50% of normal time instead of 75%. Strelet train points reduced to 22,5 seconds from 30 seconds (-25%))
-Blockhouse trains ypPetRhino(see general changes for stats)
-Strelets do 2 ranged damage with .5 ROF! AKA Machine GUNNERS!
Sioux
Cav all the way, infantry sucks
- Can build all diferent ranged cavs
- Goons are trainable
- Ruyters are trainable
- Cav archers are trainable
- War Wagons are trainable
- Rifle riders + 3 range
- Rifle Riders + 2 attack
- Axeriders 1.25x Heavy cav
- Axeriders 0.8x vills
Bowrider becomes siege/vill kill unit
- Bowrider - 7 attack
- Bowrider 2x vills
- Bowrider siege damage increased to 49
- Sioux can build banks
- Bank limit is 2 (no cards to increase that)
- Teepee cost changed to 40 wood (down from 50 wood). Build/Kill Bounty changed accordingly
- Teepee build points reduced to 2.50 (down from 5.00)
- Teepee move at 3 speed, therefore will become very key part of sioux army
- Rifle rider HC tag removed so goons don't get bonus vs them!
- In return to balance have lower HP to 195 from 205
- Cetan ranged attack decreased with -2
- Cetan speed decreased with -0.5
- War clubs - 3 attack
- War clubs - 4 siege
- War clubs - 1 speed
- Wakinas - 3 range
- Wakinas - 2 ranged attack
Spain
Lancer + Goon civ, unction rules
-Card that gives Lancers x1 vs infantry extra also affects goons
-Card that gives Lancers x1 vs infantry also gives Dragoons area damage (2 in ranged and siege, 3 in melee).
-Explorer regenerates faster
-Start with -2 vills, + 300 wood (tp's in discovery )
-Rods melee attack boosted from 10 to 12
-Boost in shipment rate
Wardogs act as meatshields
-get .5 RR
-100 HP
-10 build limit
-To balance attack reduced down to 5
-To remain good for treasure hunting, guardian bonus increased to 2.2
Consulate
-Can now access the Consulate. The following civs are available there: France, Dutch, Ottos, Russia
-Allying with a consulate nation costs 200 coin
-all export changes after allying with a nation changed to an equal ammount of gold, except the French resource crates which are free
-also halved the cost of the Church Wagon and Arsenal Wagon shipments in the consulate (to make them worth it instead of costing you extra resources)
General changes
-Skirms get 5 speed
-Gren get 30% RR (down from 50%)
-Grens get 20% more hp
-Gren ranged damage increased to 18 from 16
-Grenade velocity from 20 to 50 (may help speed up grenadier hitting time)
-Chackram (natives) reduced cost to 90/40 f/w from 100/50
-Spies are cheaper
-Xbows do siege damage
-Explorers can use Hotairballoon in colonial (no need for card) DONE (Don't know how the card will work) --> FUN!
-Priest and Imam cost reduced to 150 coin (down from 200 coin). Bounty XP changed accordingly.
-Priests and Imams now heal at a rate of 15 HP per second (up from 10HP/s)
-Missionaries now cost 75w 75c (down from 100w 100 coin). Build XP changed accordingly
-Missionaries now heal at a rate of 15 HP/s (up from 10HP/s)
-Surgeon cost decreased to 175 coin (down from 300 coin). Bounty XP reduced to 20 XP (down from 30 XP).
-Surgeon HP increased to 360 (up from 240)
-Surgeons now heal at a rate of 20HP/s (up from 10HP/s)
-Surgeon changes make the Surgeon cards and the card that enables you to train them from church more viable
-Saloon Build limit = 10
-Saloon cost decreased to 125 wood
-Monastery Build limit increased to 10 (outlaw/merc spam rofl!11)
-Monastry Cost reduced from 225 to 150 wood
Halberdier -made to act as a uber meatshield for units of all sorts
-Speed reduced by 1
-HP increased by 10
-.1 melee resist changed to .5 ranged resist
Sheep
-Obstruction radii increased from .49 to 1.49 in other words they will sux at pathing 21
Pet Rhino (function as meatshield)
-HP increased to 500
-Ranged resist of .7
-Damage reduced by 10
-Cost reduced to 200 food from 250 food
-Speed increased to 6.5
PetSnowMonkey (duber?)funciton as nearly indestructible scouts lol
-HP increased to 910
-speed+2
-Damage reduced to 0
-LOS to 20
Ironclad
- Ranged resistance changed to 90% siege resistance
- Ranged attack of 200, with x2 vs ships, 30 range, ROF changed to 1.25 (down from 2.00)
- Long ranged attack now has x20 vs buildings and no dock penalty
- Now has an additional broadside attack that does 90 damage (per cannonball)
- Now affected by warship upgrades from dock
- Now trainable in the imperial age by the following civs : britain, france, spanish, portuguese, and dutch.
- Build limit of 1, cost 1000 wood 1000 coin.
Petard and Nitro Petard
- Now explodes on units as well as buildings
- Splash area of 10 added
- Unit description changed accordingly
Ninja
- Pop cost changed to 1
- hand damage ROF changed to .5 from 1.5
Covered Wagon
-Can now transform into Mills and Plantations as well as Town Centers
Walls and Gates
- WallStraight5 walls (the longest ones) and gates can now be placed over Trade routes (Don't know if this works yet)
- Gate bug fixed (you can now convert a wall to a gate even if there are units next to it) (Don't know if this works yet)
Advanced Hot Air Balloon
- gets bomb attack that does 3000 siege damage (Not done yet)
Revolution Changes
- Colonial Militia can gather resources. Rates: 0.336 on hunts, 0.26 on mills, 0.26 on berries, 0.80 on livestock, 0.20 on wood, 0.24 on mines, 0.20 on plantations, 4.00 on crates
- Colonial Militia train time reduced to 6 seconds, but now only train one at a time instead of in batches of 5
- Colonial Militia affected by economic gathering improvements
- Colonial Militia can build Tents, Campfires, Field hospitals, Feed Stores, Weapon Caches and Banks
- Tents provide XP trickle of 0.20/s
- Campfires provide XP trickle of 1.25/s
- Town Centers provide XP trickle of 0.8/s after Revolt
- Tent build limit set to 15 and they provide a 4% hitpoint boost to nearby units
- Campfire build limit set to 5 and they provide a 10% attack boost to nearby units
- Field Hospitals train Surgeons. Surgeons can build Field Hospitals.
- Feed Stores provide a trickle of 1.75 food/s and are limited to 4. Cost is 250 wood, 250 gold. HP: 1500
- Weapon Caches provide a trickle of 1,75 wood/s and are limited to 4. They also train Petards, Mortars and Gatling Guns. Cost is 300 food, 300 gold. HP: 1500
- Banks provide a trickle of 1,75 gold/s and are limited to 4. Cost is 275 food, 275 wood. HP: 1500
- Factory Wagons can be trained for 1000 food, 1000 wood, 1000 gold at the Town Center. Train time is 60 seconds
- Factory build limit changed to 2 in Revolution
- Tent obstruction radius changed to 1.5 (up from 1)
- Tents cost 90 wood
- Campfires cost 120 wood
- Colonial Militia can now be trained from Barracks
- Ironclad build limit set to 5 and cost set to 750w 750c
Special economic improvements in the Feed Store:
- Agricultural Revolution: 20% boost to Mills, 40% boost to hunts, 25% boost to herdables, 40% boost to berries
- Revolutionary Wood Chopping: 25% boost to wood chopping
- Industrial Revolution: 40% boost to mines, 20% boost to Plantations
- Revolutionary Economy: 25% boost to hunts, berries, trees, mines, herdables. 15% boost to Mills, Plantations
- Advanced Wagons: Covered Wagons cheaper (-200 wood), train faster (-75%), can build Markets, Church/Mosque and Livestock Pen
Gatling Guns dont suck anymore:
- hitpoints increased to 180 (up from 150)
- attack increased to 33 (up from 30)
- range increased to 28 (up from 24), LOS up to 32 (up from 26)
- penalty vs. buildings, ships and artillery removed, penalty of 1.33x vs infantry added
- cost increased to 100w 400c (up from 100w 300c)
- area of effect increased to 3 (up from 2)
- imperial hussars from O'Higgins revolutionary now display their name correctly (Imperial Hussars instead of Veteran Hussars)
I will keep you updated with our progress.
"There must be some way out of here," said the joker to the thief
[TΣ]_Ha_Luke_331
"All murderers are punished unless they kill in large numbers and to the sound of trumpets." -Voltaire
"A good decision is based on knowledge and not on numbers. " - Plato
That's why experts on agesanc made an own Fan patch to solve the balance issues. As most of you know they are working on an update of this fp to get even more balance.
We from the Triple Entente (TΣ
We however won't nerf the OP civs, we just make every other civ also OP
This patch is not meant for 1v1, but it's especially designed for some fun FFA's.
A lot of the work is already done, we just need to add a few more changes. Major credits go to
These changes are already done (don't mind the occasional "21", "lol", "rofl" I forgot to delete when I copied it from our work file):
Aztecs will rely on melee units. Super fast coyote runners + pumas, jag knights and very slowly but siege heavy Skull knights.
-Coyote runners +2.5 speed
-Improved pathing of coy
-Coyote runners -10% RR
-Puma + 3 speed
-Puma - 30 siege
-Skull knight – 2.5 speed
-Skull knight + 15% hp
-Skull knight + 50 siege damage
-Increased area attack to 4!!!
-In return lowered base damage to 5(in cover) and 10 in melee mode
-To make efficient anticav despite lowered attack, raised bonus to X5 vs cav and X5 vs LI (LOL)
-Increased Aztec WC velocity by 1
-Changed WC cost to 20 gold( XD )
-Increased rate of building TP from 3.000 to 5.000 (!)
-Arrow Knight becomes a Flying unit. This means they can still be attacked, but they can move up to cliffs and through all other objects (like water ^^ or walls
-To balance HP reduced drastically to 100 from 150.
-xpmedicinemanaztecs (warrior priest) Build limit increased to 15 (!)
-Warrior priest gather rate at firepit increased from .1 to .15
China will be based on the legendary CKN and Flamethrowers extremely boosted!
-CKN +4 attack MELEE
-CKN + 1x bonus vs HI+RANGED CAV (ONLY at RANGE!)
-Lower arquebusier health to 47 from 97 to make CKN main chinese ranged unit!11
-However increased arquebusier LOS to 44 from 24 to make them a scouting unit :P
-Pike – 15 hp
-Steppes -25
-Steppe get 3x BONUS vs HI when in trample mode(currently .5 bonus) (!111)
-Keshik get 26 LOS 12 range
-Keshik speed increased to 7.30
-Chinese monk can stealth
-Monk – 300 hp
-Build limit monk made to 5!11 EDIT: This change works in practice a bit different, you can call your explorer always back for 30 gold (even when he is alive)
-Cost made to 30 gold (from 300 gold)
-Monk now has 70% chance to do critical that does 3x damage(rather than 2x damage) (%raised from 20)
-Flame throwers population reduced to 3 from 4
-Flame throwers + 2 speed
-Reduced to 150 wood/gold from 170w/g
-Keshik 2x vs vills
-Disciple Build limit increased to 20
-Disciple cost reduced to 20
-Disciple Hp reduced to 50
-Disciple attack reduced to 1, but have 40% Chance of doing 20x damage critical hit!
note: disciple difference in critical hits not applied in cover mode
- Chu Ko Nus are now Chu Ko Nubs DONE
-Hand mortar damage reduced to 2, but ROF made to 1.0 :O
Dutch will rely on a good economy and fast ranged units, skirm + Ruyters.
-Ruyters + 2 Range
-Ruyters +2 LOS as well
-Ruyters -20 hp
-Ruyter Movement type changed to air
-Ruyter To balance it out a bit HP reduced to 100 from 120 but attack increased from 14 to 18 (need higher damage otherwise can't be good meatshield if they fly lol111)
-Fast halb card changed to fast skirm card, skirms get + 1 speed
-Banks cost raised to 450f 450w
-Banks have velocity of .5
-Bank income adjusted accordingly (3.53 g/s)
-Coffeetrade now gives only + 1 bank and -20% military speed
-Dutch can build horse artillery in age 3
-Change fast age up politician to 6 skirms
- Envoys-Flying units
- Envoys get 15 attack with 2 area damage (x0.3 vs villagers)
Main units become musk + grenadier + lbow
-Lbow cost adjustment to 60f/40g
-Musk/gren card now boosts grens with 25%
-Gren siege card now boost siege damage to 90%
-Lbow now get 13 attack(down from 17) but + 6 range
-Longbows get 28 siege attack range as well
-Can’t build hussar in colonial
-Manors cost increased to 220 wood, gives 2 vills now (still 10 pop)
-Manors now have 99.999% siege resist so 100x better than walls :P
-Manor velocity increased to .5
-Rocket Hitpoints decreased to 200
-Rocket ranged resistance reduced to 50%
-Rocket Damage: 1000, 200 range, 16 area, x3 vs Ships, x2 vs buildingsx0.25 vs artillery, x0.1 vs arrowknight, damagecap: 5000
-However reduced LOS to 20 so you have to use a scout or another unit to fire at units (I think you can fire at buildings anyway)
-Changed ROF of Rockets to 50
-Changed train points of Rockets to 125 (up from 98)
-Added build limit of 8 to Rockets
-Increased lifespan of RocketShell projectile from 5 to 95
-Added LOS of 25 to RocketShell projectile
Xbow civ
-Can’t build skirms in Fortress
-Age 3 xbow convert card now doesn't change xbows but gives CDB Oprichnick stats
-Explorer can train CDB
-Cuirassiers get + 10 attack (Also increased Damage cap to 90 from 70)
-Cuirassiers get -100 hp
Uhlans
-Uhlans become MM, decay is 2 hp per 3 seconds
-Uhlans + 4 attack
-Also increased trample from 25 to 41 to make it useful
-Also increased trample damage cap from 75 to 100
-Cav attack card increases attack boost to 30% (from 15%)
-Explorer can train Uhlan
-Settler wagon velocity increased from 4 to 8!
-Settler wagons have 2x bonus against villagers with blunderbuss attack (I think that's just regular ranged shot or it may be the attack once blunderbuss is researched)
- 4 Nitro Petards shipment changed to provide 6 Nitro Petards. Can now be sent infinite times
Sepoy become the main unit, Gurkha’s become snipers and urumi trainable
-Sepoy get attack bonus vs HI gave 2x bonus (ONLY IN RANGED THOUGH)
-Sepoy get -20 hp
-Gurkha get ROF 45.0 (up from 3.0) (and a very slow shooting animation, no instant fire)
-Gurkha get a range of 60
-Gurkha get an attack of 4000 with 0.1x against artillery and 0.1 against ships
-Gurkha hp decreases with -50 hp
-more LOS to 60
-Gurkha cost increased from 70/50 f/g to 90/70 f/g
-Gurkha has a build limit of 13
-Gurkha can stealth
-Can train Urumi now, cost will be 150f/150g
-Every Urumi shipment will give Urumi +0.5 bonus vs HI (this also works for the infinite urumi shipment)
-Rajput-Speed increased from 5 to 7 (!)
-Mahout population decreased from 7 to 5
-Mahout speed +1
-Mahout +100% HP and attack
-Mahout x2 vs cavalry added
-Howdah +100% HP and attack
-Mansabdar Mahout and Howdah changed accordingly
-Mahouts, Howdahs and their mansabdars cost doubled. Wood gather rate of non-mansabdars x2, mansabdars x4
-Mansabdar Zamburak and Sowar food gather rate x2
-Jat lancer population from 4 to 3
- Siege Elephants and Mansabdar Siege Elephants now fire lazer from their cannons (up from cannonballs)
- Aennas get ROF 1.0 only for ranged
- Aennas get 0.5 ROF in hand mode DONE
- Tomas get -50 hp (150 to 100) DONE
- Tomahawks get 2 area of effect on ranged attack and 3 area of effect on hand attack
Travois
- Travoises cause trample damage like TUCK TUCK TUCK monstertrucks.
- 10 damage in discovery, 15 in colonial, 30 in fortress, 60 in industrial, 100 in imperial
- Hitpoints are as following: 125 (discovery), 175 (colonial), 250 (fortress), 400 (industrial), 650 (imperial).
- +1 speed in colonial, +2 speed in imperial
- +2 AoE (area of effect) in colonial, +1 in fortress, +1 in industrial, +3 in imperial
- Siege resistance changed to ranged resistance, +0.10 ranged resistance with each age
-Conservative Tactics shipment now also boosts Travois attack and hitpoints by 20%
- Can build twice as many shrines
- Shrine velocity .5 DONE
- Shrine cost 220 wood
- Can train Hatamoto samurai from rax. Cost in Colonial 150f/ 150g, cost decreases each age with 23f/24g. Can no longer train them from the Consulate (NOT DONE YET)
- Ashis + 1 speed
- Yumi + 3 speed
- Consulate yambushi (clubs) speed +1
Abus/Spahi civ
- Abus bonus vs HI increases with +2.5 in range only
- Abus can be trained from TC
- Abus get 80% RR
- Abus get - 60 hp (ABUS BUG NOW FIXED)
- Removed ABUS ranged penalty towards villagers!!!
- Abus Guns now fire a lazer beam
Spahi
- cost made to 331 food
- enabled age 2
- Enabled for training in stable
- 5 Spahi: Now costs 250 food (down from 1000 food)
- 3 Spahi: Now costs 150 food (down from 600 food)
- 4 Spahi: Now costs 200 food (down from 800 food)
- Team 4 Spahi: Now costs 300 food (down from 1200 food)
- 6 Spahi: Now costs 350 food (down from 1200 food). Can now be sent infinite times
Late Game Civ
- Mortar card now increases range with +60
- Cacadore range increased to 26
- Genitours now increases range of goons with 26 to 38
- Genitours now increases range of cacadores with 14
- Minuteman don't decay in hp
- Cacadore-Speed increased by 1
- OrganGun-HP increased to 180 (i believe that means no 1 shot culv kill anymore but not quite sure)
-Oprichnicks less hp 200 instead of 250
-Oprichnicks available in age 2
-Oprichnicks more siege 85 instead of 75
-Now build vills in batches of 5, cost per vills stays the same
-Can build forts in colonial (moved "National redoubt" card that lets muskets build forts to age 2. Also enabled forts to be available in age 2 for Russians).
-National Redoubt card now also delivers 1 Fort Wagon
-Infantry trains faster (halberdiers and musketeers train 50% of normal time instead of 75%. Strelet train points reduced to 22,5 seconds from 30 seconds (-25%))
-Blockhouse trains ypPetRhino(see general changes for stats)
-Strelets do 2 ranged damage with .5 ROF! AKA Machine GUNNERS!
Cav all the way, infantry sucks
- Can build all diferent ranged cavs
- Goons are trainable
- Ruyters are trainable
- Cav archers are trainable
- War Wagons are trainable
- Rifle riders + 3 range
- Rifle Riders + 2 attack
- Axeriders 1.25x Heavy cav
- Axeriders 0.8x vills
Bowrider becomes siege/vill kill unit
- Bowrider - 7 attack
- Bowrider 2x vills
- Bowrider siege damage increased to 49
- Sioux can build banks
- Bank limit is 2 (no cards to increase that)
- Teepee cost changed to 40 wood (down from 50 wood). Build/Kill Bounty changed accordingly
- Teepee build points reduced to 2.50 (down from 5.00)
- Teepee move at 3 speed, therefore will become very key part of sioux army
- Rifle rider HC tag removed so goons don't get bonus vs them!
- In return to balance have lower HP to 195 from 205
- Cetan ranged attack decreased with -2
- Cetan speed decreased with -0.5
- War clubs - 3 attack
- War clubs - 4 siege
- War clubs - 1 speed
- Wakinas - 3 range
- Wakinas - 2 ranged attack
Lancer + Goon civ, unction rules
-Card that gives Lancers x1 vs infantry extra also affects goons
-Card that gives Lancers x1 vs infantry also gives Dragoons area damage (2 in ranged and siege, 3 in melee).
-Explorer regenerates faster
-Start with -2 vills, + 300 wood (tp's in discovery )
-Rods melee attack boosted from 10 to 12
-Boost in shipment rate
Wardogs act as meatshields
-get .5 RR
-100 HP
-10 build limit
-To balance attack reduced down to 5
-To remain good for treasure hunting, guardian bonus increased to 2.2
Consulate
-Can now access the Consulate. The following civs are available there: France, Dutch, Ottos, Russia
-Allying with a consulate nation costs 200 coin
-all export changes after allying with a nation changed to an equal ammount of gold, except the French resource crates which are free
-also halved the cost of the Church Wagon and Arsenal Wagon shipments in the consulate (to make them worth it instead of costing you extra resources)
-Skirms get 5 speed
-Gren get 30% RR (down from 50%)
-Grens get 20% more hp
-Gren ranged damage increased to 18 from 16
-Grenade velocity from 20 to 50 (may help speed up grenadier hitting time)
-Chackram (natives) reduced cost to 90/40 f/w from 100/50
-Spies are cheaper
-Xbows do siege damage
-Explorers can use Hotairballoon in colonial (no need for card) DONE (Don't know how the card will work) -->
-Priest and Imam cost reduced to 150 coin (down from 200 coin). Bounty XP changed accordingly.
-Priests and Imams now heal at a rate of 15 HP per second (up from 10HP/s)
-Missionaries now cost 75w 75c (down from 100w 100 coin). Build XP changed accordingly
-Missionaries now heal at a rate of 15 HP/s (up from 10HP/s)
-Surgeon cost decreased to 175 coin (down from 300 coin). Bounty XP reduced to 20 XP (down from 30 XP).
-Surgeon HP increased to 360 (up from 240)
-Surgeons now heal at a rate of 20HP/s (up from 10HP/s)
-Surgeon changes make the Surgeon cards and the card that enables you to train them from church more viable
-Saloon Build limit = 10
-Saloon cost decreased to 125 wood
-Monastery Build limit increased to 10 (outlaw/merc spam rofl!11)
-Monastry Cost reduced from 225 to 150 wood
Halberdier -made to act as a uber meatshield for units of all sorts
-Speed reduced by 1
-HP increased by 10
-.1 melee resist changed to .5 ranged resist
Sheep
-Obstruction radii increased from .49 to 1.49 in other words they will sux at pathing 21
Pet Rhino (function as meatshield)
-HP increased to 500
-Ranged resist of .7
-Damage reduced by 10
-Cost reduced to 200 food from 250 food
-Speed increased to 6.5
PetSnowMonkey (duber?)funciton as nearly indestructible scouts lol
-HP increased to 910
-speed+2
-Damage reduced to 0
-LOS to 20
Ironclad
- Ranged resistance changed to 90% siege resistance
- Ranged attack of 200, with x2 vs ships, 30 range, ROF changed to 1.25 (down from 2.00)
- Long ranged attack now has x20 vs buildings and no dock penalty
- Now has an additional broadside attack that does 90 damage (per cannonball)
- Now affected by warship upgrades from dock
- Now trainable in the imperial age by the following civs : britain, france, spanish, portuguese, and dutch.
- Build limit of 1, cost 1000 wood 1000 coin.
Petard and Nitro Petard
- Now explodes on units as well as buildings
- Splash area of 10 added
- Unit description changed accordingly
Ninja
- Pop cost changed to 1
- hand damage ROF changed to .5 from 1.5
Covered Wagon
-Can now transform into Mills and Plantations as well as Town Centers
Walls and Gates
- WallStraight5 walls (the longest ones) and gates can now be placed over Trade routes (Don't know if this works yet)
- Gate bug fixed (you can now convert a wall to a gate even if there are units next to it) (Don't know if this works yet)
Advanced Hot Air Balloon
- gets bomb attack that does 3000 siege damage (Not done yet)
- Colonial Militia can gather resources. Rates: 0.336 on hunts, 0.26 on mills, 0.26 on berries, 0.80 on livestock, 0.20 on wood, 0.24 on mines, 0.20 on plantations, 4.00 on crates
- Colonial Militia train time reduced to 6 seconds, but now only train one at a time instead of in batches of 5
- Colonial Militia affected by economic gathering improvements
- Colonial Militia can build Tents, Campfires, Field hospitals, Feed Stores, Weapon Caches and Banks
- Tents provide XP trickle of 0.20/s
- Campfires provide XP trickle of 1.25/s
- Town Centers provide XP trickle of 0.8/s after Revolt
- Tent build limit set to 15 and they provide a 4% hitpoint boost to nearby units
- Campfire build limit set to 5 and they provide a 10% attack boost to nearby units
- Field Hospitals train Surgeons. Surgeons can build Field Hospitals.
- Feed Stores provide a trickle of 1.75 food/s and are limited to 4. Cost is 250 wood, 250 gold. HP: 1500
- Weapon Caches provide a trickle of 1,75 wood/s and are limited to 4. They also train Petards, Mortars and Gatling Guns. Cost is 300 food, 300 gold. HP: 1500
- Banks provide a trickle of 1,75 gold/s and are limited to 4. Cost is 275 food, 275 wood. HP: 1500
- Factory Wagons can be trained for 1000 food, 1000 wood, 1000 gold at the Town Center. Train time is 60 seconds
- Factory build limit changed to 2 in Revolution
- Tent obstruction radius changed to 1.5 (up from 1)
- Tents cost 90 wood
- Campfires cost 120 wood
- Colonial Militia can now be trained from Barracks
- Ironclad build limit set to 5 and cost set to 750w 750c
Special economic improvements in the Feed Store:
- Agricultural Revolution: 20% boost to Mills, 40% boost to hunts, 25% boost to herdables, 40% boost to berries
- Revolutionary Wood Chopping: 25% boost to wood chopping
- Industrial Revolution: 40% boost to mines, 20% boost to Plantations
- Revolutionary Economy: 25% boost to hunts, berries, trees, mines, herdables. 15% boost to Mills, Plantations
- Advanced Wagons: Covered Wagons cheaper (-200 wood), train faster (-75%), can build Markets, Church/Mosque and Livestock Pen
Gatling Guns dont suck anymore:
- hitpoints increased to 180 (up from 150)
- attack increased to 33 (up from 30)
- range increased to 28 (up from 24), LOS up to 32 (up from 26)
- penalty vs. buildings, ships and artillery removed, penalty of 1.33x vs infantry added
- cost increased to 100w 400c (up from 100w 300c)
- area of effect increased to 3 (up from 2)
- imperial hussars from O'Higgins revolutionary now display their name correctly (Imperial Hussars instead of Veteran Hussars)
I will keep you updated with our progress.
[TΣ]_Ha_Luke_331
"All murderers are punished unless they kill in large numbers and to the sound of trumpets." -Voltaire
"A good decision is based on knowledge and not on numbers. " - Plato