[quote=""djdan""]I believe more needs to be added to the Japanese.
Firstly the Shogun has 192 base Damage in age 4 with 2000 or so hp, which goes up to like 250-something base damage in Age 5 with 2500 or so hp, thus killing most villagers in one hit, I believe they it have a negative effect on vills!
Secondly is the monestery research, if you send the monestery rickshaw it halves the cost of the research which is ok, but you have 2 researches when combined can be really op, sabotage (Age 4) and stealth (Age2). Sabotage in age 4 can be researched giving them a special crackshot ability against buildings, with 1500 siege damage, so thats 3000 if they are together, then the stealth allows the monks to go into stealth mode. So basically put them in stealth go into oppos base and start on their factories or wonders, and they can go down in no time.
The price of this research is 200 wood 200 gold for the stealth and 350 wood 350 gold for sbaotage, which may be expensive, but with the monestery rickshaw, it is reduced to 100 wood and 100 gold for stealth and 175 wood and 175 gold for sabotage, it would take 1 monk 4 sabotages to take down a wonder, with both of them, 2. Thats without the 60 siege damage they have normally.
Judge them as you wish, but to me they are op! :roll:
P.S. It doesn't stop me using them whilst they exist though :twisted:[/quote]
Don’t forget their inherent ability to never be killed (puff of smoke, back to HC drop off point). But none of this is truely a game imbalance in my humble opinion.
Aztec:
If they boosted coyotes and maces slightly, they could remove the additional WC aura. The swashbuckler politician for Aztecs is useless. I never use this because if the WC dies, there goes that powerful x3 aura! I keep my Aztec WC in the back hiding like a scared little boy. A better politician would be to give him 100% attack and HP and 20% attack and HP to his pets (oh wait, that’s just like China except they also get free pets and an increase to the pet limit).
They could boost the Aztec economy by decreasing the spawn time of Warrior Priests. No agrarian ways really puts a hurt on early Fortress gold mining. Of course this could be fixed by giving Aztecs a gold politician as well. As it is now, Aztecs politicians really blow compared to the other natives, well to any civilization.
I don't disagree with this necessarily, but I think the problem with Maces is the lack of upgrades available for them..they actually aren't that horrible to begin with. Maybe give them more multipliers through their veteran / champion upgrades? One idea I saw posted that I liked was changing the Ruthlessness card to boost Maces attack vs HI instead of ERK attack versus villagers. I'm not sure if 20% boost to coyote RR is the best idea..seems perhaps a little excessive, but I'm not sure.
I hope they do not do this to ERK. I love Ruthlessness and their fastest unit is the coyotes / ERK (still slower than every other civs cavalry). If they made Ruthlessness effect Coyotes, I would be ok with this, but without this card, Aztecs have no effective raiders without a ton of shipments (3 cards for coyotes to be mediocre). ERK makes excellent raiders and I have turned around more than 1 game using them as raiders while my slow ass Fortress economy catches up with everyone else. Adding Mace damage in addition to this card effects as it currently could be OP. Are maces supposed to raid? If not, who will? Don’t say coyotes unless they get some serious boosts. A villager and coyote have the same base HP except the coyote costs more, has 8 more damage, and has ranged armor (opposed to hand armor). A group of villagers can fight off a small group of
Colonial coyotes if running is not an option (and can even be upgraded with market to have more HP than veteran coyotes). The range damage of ERK is another reason villagers die so fast to them.
China:
Do not increase the pet limit with the White Pagoda Wonder and decrease their base damage while simultaneously boosting their damage multiplier to treasure guardians. In addition, completely remove the random effects of disciples on opponents (only against treasure guardians).
I hate random in strategy games. Keep the cost and number of disciples received from the wonder the same. Disciples would still be useful, could still have a large amount with a FF but cause much less damage and cannot be replaced to the largest amount of pets available in the game!
Dutch:
Decrease bank hit points and lower XP (give it a military building tag instead of economic building tag and XP is halved).
Iroquois
There colonial sucks, and i'm not sure whether its good or bad to be a civ that only has an FF as its option. Other than that i'm not too concerned about them. Maybe 5-10 less HP for FP's
They can play defensively with the WC card and a few travois and slowly make it to Fortress. Their pets are weak but cheap and the WC crackshot is not OP in Colonial, but effective with pets (and better with card). My point is, they can also boom, not just FF.
Ottoman
Decrease villager train time.
If you did that, they would be unstoppable on TP heavy maps.
On Silk Road, Ottomans start with an additional 50XP. This could be applied to other maps as well (without trading posts) to make that first shipment come in faster. Church techs do need cost reduction.
Portuguese
Trickle cards should be available to this civilization. I believe the food trickle would be the most beneficial.
Iroquois
Okay, um, all I can say is... LOL. Prowler attack reduced to 15? So basically, the Iro have no really good units anymore, and no dominant strategies? You have to remember that atm the Iro only have one effective strategy -- FP FF. Take that away, and what do they have left? If you nerf FPs to being closer to normal skirms, you have to significantly help out the other Iro units, especially ones in colonial. Don't tell me "Tomas are great with upgrades + aura!" Because while that's true that doesn't help an Iro player in an early game-mid game situation. FPs are very strong but they are meant to be because the Iro have really weak units besides that to make up for it (no mid-game ranged siege, no heavy cavalry at all etc). Giving Aenna a multiplier of 2 vs infantry won't nearly make up for that. I think reducing the crackshot dmg or the aoe is a better solution imo, not the range. Also...dude, I know you hate Travois dance and Light Cannons but are they really that big of an issue right now?
I agree with you. Nav still hates the Iroquois because of 1.3. Revenge!
Thats all for now...