- * Full Unit Reworks (Japanese Samurai, Aztec Jaguar Prowl Knights & Skull Knights, etc.)
* Reworked civilization bonuses (Portuguese gets free cows on shipments, Sioux gets free bison on Age up, Dutch gets colonial halbs, etc.)
* Nerfs (Colonial stat Cuirassiers, removing Oprichnik box, Shipment points removed on Daimyo, 4k HP Agra Fort, etc.)
* New/Reworked HC Cards (Industrial Age Sioux farming card, Strelet Horde increases Strelet range, Spanish hand infantry combat affects archers, etc.)
* And much more!
You can download the mod here: https://github.com/SquidTheSid/Age-Of-E ... d/releases
Q&A:
Q: Why make this when ESOC exists?
A: ESOC, for the most part, is looking to stay close to RE and not drastically change the meta. I'd rather have a game that's more interesting to play, with underused techniques/strategies (livestock booming, for example) being made to be more viable.
Q: Isn't this a waste of time, especially when people won't play it?
A: Well, I've gotten community members to try it out and leave feedback, but I think above all else, this is a way to make the game more enjoyable for me to play. It's been 15 years since the game came out, and I think it needs a fresh coat of paint. if you think this mod is useless, then feel free to complain about EP instead.
Q: X is OP! Y is UP!
A: I can only do so much as an individual, and since there aren't many people online playing this mod, I can't test a lot of these changes against a wide suite of players. If you'd like to help out, you can try out the mod online with me or with others and leave feedback. I also read criticism here on ESOC as well (being the main developer, it's easy to get tunnel vision on some changes, so I'm open to a fresh view)
Q: How do I install?
A: Extract the contents of the zip file to your root Age of Empires 3 program directory. If you're on Windows, this should be something like C:\Program Files (x86)\Steam\Steamapps\Common\Age Of Empires 3\ . If you're on Linux, this should be ~/.local/share/Steam/steamapps/common/'Age Of Empires 3'/ . If you're prompted to overwrite files in /bin/data, accept, as I make necessary edits to those files for this mod to work.
Q: Why host on Github?
A: It lets me easily host my repos, and git is great for backups/version control. I can work on balance changes on a separate patch and push them to "experimental" without affecting the main release. It also lets me find bugs more easily. Essentially, easier for me means that I spend less time publishing and more time balancing.
Q: No new maps?
A: I'm a programmer, not a map designer. Feel free to include ESOC's maps and let me know how they play, but I've only been testing on RE maps for the most part.
Q: No new civs?
A: This mod is mostly looking to overhaul civs available in the base game. I find that if I include too many, then it'll become a balance nightmare and dilute the pool of civilization bonuses/playstyles. If you want more civs, go play WOL or NE. I am open to adding in campaign civs (like USA) as fully playable civs, but that's way down the line, and if I can find interesting playstyles/gimmicks for them.
Q: Why did Aztec and Sioux get so many changes? Why did European civs get so little?
A: Aztec was a civ that I consider to be fundamentally broken in its unit roster. They have 1 colonial skirmisher unit, 1 mediocre artillery unit, and 1 colonial cavalry unit. And for some reason, they have 4 anti-cav units: Jaguar Prowl Knights, Eagle Runner Knights, Puma Spearmen, and Skull Knights. Thus, to help balance out their roster like other civs, units got reworked. As for Sioux, I didn't want to drastically alter their early game to change their identity as a nomad civ. But they had some significant flaws like arguably the worse lategame (you had to go all in by the 16 minute mark) and teepees not doing much. So Industrial Age walls and very powerful late shipments (Adoption's -40% villager train time and Three Sisters' 40% faster farm rate in particular) will help them out and let you boom a bit.
For European civs, 1). I don't play them as much as TWC and TAD civs. 2). There's a lot more overlap between them than any of the expansion civs. So if I made a change to musketeers, that would affect pretty much all of those civs. Plus, I think most Euro civs tend to be pretty well off on RE (germany, france, britain, ottoman, etc.) so they don't need much in the way of tweaks. The most I'd do is give smaller secondary bonuses like free cows on shipments via Portuguese, Ottoman mosques' xp trickles, Spanish faster shipments, etc. Germany in particular is difficult, because any small changes can make them overpowered or garbage.
Q: What's in plan for the future?
A: For V0.2 I plan on reworking many of the politicians in the game. @Interjection had some great ideas in his smackdown patch, and I've modified them to better suit my tastes. I also plan on expanding upon civilization bonuses for Britain, Germany, and France. They are as follows:
- * Britain: Can ship in "mercenary" economic and military units from abroad. Currently limited to China and India. (Ever see Brits use FlameThrowers or Howdah? It's hilarious).
* France: Native Trade Posts generate XP Trickles. Can build native embassies and enlist the support of Native Minor Iroquois and Cheyenne on any map.
* Germany: Economic buildings are more expensive and limited, but generate resource trickles (yes, land grab booming exists now)
spoiler
General:
Incoporated ESOC's fixed starting crates:
- Spain: 300 Food + 200 wood
- Britain: 300 Food + 300 Wood
- France: 400 Food + 200 Wood
- Portuguese: 300 Food + 200 Wood
- Dutch: 400 coin + 200 wood
- Russia: 600 Food + 200 wood
- Germany: 300 Food + 100 Wood + 100 Coin
- Ottoman: 100 Food + 400 Wood
- Iroquois: 500 Food + 100 wood + 100 Coin
- Sioux: 400 Food + 100 Wood
- Aztec: 400 Food + 300 Wood (might reduce to 200 wood, feels a bit strong)
- Japan: 500 Food + 300 Wood
- China: 200 Food + 300 Wood (no change)
- India: 200 Food + 400 Wood
- All skirmisher/archers now possess a 0.75x multiplier against AbstractLightInfantry on top of AbstractCoyoteMan. This makes Coyote Runners and other light infantry more durable against them.
- Trading post HP reduced to 2000 from 3000; advanced trading post HP bonus reduced to 25% from 50%; Trade Empire HP bonus reduced to 15% from 33%
- Pikemen (units with the AbstractPikeman tag) have +1.0 melee range to better chase down cavalry
- Fast Age up politicians (Messenger, Exiled Prince) now age up in 35 seconds instead of 30. Fortress Age takes 45 seconds instead of 40
- Wall HP reduced to 2000 from 3000
- Town Center wood cost reduced to 500 from 600 (ESOC); plantation cost reduced to 500 from 800
- Ranching shipments now increase livestock gather fatten rate by 25%
- Land Grab shipment cost reduction improved to 60% from 40%
- Offshore support bonus Range/LOS reduced to 2 from 5
Non-wood trickle cards have been improved.
- Colbertism: Increased to 2 food/s up from 1.5
- Capitalism: Increased to 1.5 gold/s up from 1.25
Siege Trooper tag changes: This tag is very inconsistent, so I've reduced the number of arbitrary units on there (Shinobi, Puma Spearman, Mongol Scout) to primarily focus on units that mostly deal siege damage (Rams, Failiphants, Flamethrowers, etc.)
Native:
- Natives now have a 75% damage penalty vs. villagers in discovery age. This goes away in colonial. [ESOC]
- Tiger Claw's "AbstractInfantry" tag removed and replaced with "AbstractCoyoteMan"
Unit Buffs: Many native units were underperforming, so they've gotten buffs to make them more viable (dansil92):
Carib - LOS and range increased to 16 and 14, from 12 and 10 respectively.
Cherokee/Klamath - Wood cost reduced to 50 from 60
Comanche - Melee armor increased to 30% from 10%
Cree Tracker - Ranged attack increased to 11 from 10, hand attack increased to 6 from 4
Inca Huaminca - Cav multiplier increased to 4.0 from 3.0, light infantry multiplier increased to 3.0 from 2.25
Inca Bolas - LOS and range improved to 16 and 14, from 12 and 10 respectively. ROF improved to 1.5 from 3.0. Damage cap raised to 24 from 20. Cost increased to 50F/60W from 40F/60W
Maya Holcan Spearman - Cav multiplier increased to 4.0 from 3.0, light infantry multiplier increased to 3.0 from 2.25
Nootka Clubman - Cav multiplier increased to 3.0 from 2.0, light infantry multiplier increased to 2.0 from 1.5
Seminole - range increased to 16 from 12; LOS increased to 18 from 12
Tupi - Ranged armor increased to 30% from 10%
Cheyenne Rider - cost rescaled to 70F/80W from 40F/110W
Huron Mantlet - Ranged armor increased to 50% from 40%. Speed increased to 4 from 3.5
Mapuche Clubman: (incorporating ESOC's rework with some of my ideas)
- HP increased to 200 from 165
- Melee Armor increased to 20% from 10%
- Damage increased to 20 from 12
- 2 AoE Splash Damage added to melee attack
- Cav multiplier increased to 2.5x from 2.0. Light Infantry multiplier increased to 2.0 from 1.5x
- 0.8x Infantry damage penalty added
- Train time increased to 35 seconds from 20
- Build limit reduced to 12 from 15
- Cost increased to 110F/60W from 85F/15W
Navajo: (ESOC's rework plus dansil)
- HP reduced to 160 from 200
- Ranged Armor increased to 20% from 10%
- Ranged Damage increased to 20 from 11
- Melee Damage increased to 11 from 20
- All current multipliers removed
- 0.75x AbstractVillager damage multiplier added
- Stealth movement speed multiplier adjusted to 0.7 from 0.5
- Train time increased to 30 seconds from 20
- Cost increased to 60F/50W from 60F/40W
Zapotec Lightning Warrior: (incorporated ESOC's rework)
- Damage increased to 12 from 11
- Cav multiplier increased to 2.5x from 2.0, Light Infantry multiplier increased to 2.0 from 1.5x.
- 2.5x Heavy Infantry multiplier added
- Train time increased to 30 seconds from 20
- Siege damage reduced to 24 from 30
Jesuit - Ranged attack increased to 20 from 17
Sufi War Elephant - Build limit increased to 9 from 6
Udasi Chakram - LOS and range increased to 16 and 14; siege damage improved to 30 from 15
Mercenary changes:
Fusilier - range increased to 14 from 12; armor increased to 20% from 10%;
Landsknecht - Speed increased to 4.5 from 4.0
Swiss Pikemen - Melee range increased to 1.0
Jaeger - Ranged armor reduced to 30% from 40%
Li'l Bombard - Cost reduced to 900 gold from 1200; Limber speed increased to 3.5 from 2.5
Arsonist - LOS increased to 20 from 15; range increased to 14 from 12; HP increased to 300 from 250; damage cap raised to 56 from 48
Ninja - population cost reduced from 4 to 2
Blink Monk - ROF increased to 1.5 from 2.0; villager multiplier reduced to 2.0 from 2.5x
Asian:
- Fixed gold gather rates at rice paddies (previously, this had a 0.9x multiplier for some reason)
- British consulate HP increase reduced to 8% from 10%
European:
- Grenadier's HeavyInfantry tag removed; LOS improved to 20 (from 15); range increased to 14 from 12. Arsonists adjusted accordingly
- Ironclad HP buffed to 2500, up from 2000
- Spy population cost reduced from 2 to 1
- Artillery Foundry wood cost reduced to 250 wood from 300
- Livestock Pen wood cost reduced to 150 wood from 200
- Crossbowmen ranged damage increased to 17 from 16, hand damage increased to 8 from 7, accuracy improved, and HeavyInfantry multiplier increased to 1.5x from 1.25x
- Cavalry Archer speed increased to 7.25 from 6.75
- Mameluke shipment reduced to 4 units from 5; cost reduced to 800 gold from 1000
- Bayonet Arsenal tech cost reduced to 150 Wood/Coin from 400 Wood/Coin
- Advanced Arsenal shipment now affects culverins and horse artillery
- 4 Grenadier shipment moved to colonial. 5 Grenadier shipment increased to 6, and 7 grenadier shipment increased to 8
Colonial Politician Reworks/Changes: Based on Smackdown's ideas, lesser used politicians have been buffed to be more competitive.
- Naturalist: Additionally ships 3 settlers.
- Philosopher Prince: Age up cost reduced to 700 food, now ships 400 food (down from 500).
- Bishop: Now ships 400 xp instead of 2 settlers.
Fortress Politician Reworks/Changes: Incorporated many of Smackdown's ideas to improve lesser used politicians.
- Mohawk Statesman: 2 Native Scouts replaced with 3 Native Tomahawks
- Gentleman Pirate: Now ships 3 Barbary Corairs instead of 2
Industrial Politician Reworks/Changes: Smackdown changes integrated.
- Viceroy: Now ships a fort wagon and increases build limit by 1
- King's Musketeer: Now additionally upgrades Musketeers to veteran status
- Cavalry Marshall: Now additionally upgrades Uhlans/Hussars/Cossacks to veteran status.
Imperial Politician Rework: Smackdown, again.
- General: Now ships 3 Rockets/2 Heavy Cannons/2 Great Bombards. No longer ships Musketeers, Skirmishers, or Janissaries.
Revolution bonuses rebalanced (thanks to Jotunir on ESOC):
- Argentina: Now ships 5 mortars (instead of 6)
- Haiti: Now ships 16 colonial milita on top of a 10% HP boost
- Chile: Now ships 7 Imperial Hussars (instead of 10)
- Columbia: No changes (Ironclad's buffed HP compensates, might add in fishing ships)
- Peru: All unit HP boost increased to 15% from 5%
- Brazil: Now ships 25 Blackwood Archers instead of 20
- Mexico: Now additionally ships 10 Outlaw Riflemen on top of 10 Outlaw Pistoleros and Riders (Currently not changed due to how hilarious 7 speed pistolero guardians are).
- US: Now ships 4 Gatling Guns on top of a 25% HP boost
Gatling gun: In RE, it's just a worse organ gun. I've buffed it to have parity with that.
- Damage: raised to 33 from 30
- LOS: increased to 30 from 26
- Range: increased to 26 from 24
- HP: increased to 200 from 150
Halberdier: Great meatshields, but their slow movement speeds limits their utility. It's been raised to make them more versatile, alongside an armor buff to help them out.
- Speed: increased to 4.5 from 4.0.
- Armor: Increased to 20% hand from 10% hand
Imam/Priest: Do you ever see them? Healing as a mechanic in AoE3 is pretty terrible, so I'm making Priests cheaper and a bit faster to make them decent meatshields
- Cost: Reduced to 70F/G, down from 200 gold. Bounty adjusted accordingly (20 --> 14); Missionary cost reduced to 80W/G from 100W/G. Bounty adjusted accordingly (20 --> 16)
Water Changes:
Fishing boat cost reduced to 80W from 100W.
- Schooners cost reduction lowered to 50% from 60%
- Asian Schooners cost reduction lowered to 25% from 30%
Aztec:
Aztec can now build a single Nobles' Hut in colonial age (but it cannot train any units), this is raised to 7 (RE cap) on fortress age.
Warrior Priest - no longer costs population (gives more flexibility for Aztec's lategame army)
Politician Changes:
- Shaman: instead of granting a HP/Damage bonus to war/noble huts, now provides Warrior Priests. 1 in Colonial and Fortress ages and 2 in Industrial and Imperial ages (additionally provide +5/10% gather rates to fire pits as well).
- Chief: Now additionally provides 4/7/10/15 Pet Janey Jaguars
- Warrior: Skull Knights additionally train 15/25/40% faster
- Wise Woman: (incorporated smackdown's colonial/fortress changes and the free llama)
-- Now ships 1 farm travois in colonial (up from 0) and 2 farm travois in fortress (up from 1)
-- Industrial Age gather rate bonus improved to 15% from 10%
-- Now additionally ships 3/5/7/10 Llama on Age up
Jaguar Prowl Knight - The JPK is now a melee skirmisher, similar to India's Urumi, but without AoE. His heavy infantry tag has been removed, but he's much weaker vs. cavalry to compensate.
- HP: Lowered to 200 from 230
- Siege: Lowered to 24 Siege Damage from 36
- Armor: Changed from 10% melee to 20% ranged
- 0.75x multiplier vs Cavalry and CoyoteMan added (with a further 0.75x vs light infantry), 2.0x light cavalry multiplier/xpEagleKnight multipliers added
- Heavy infantry unit tag removed
- Quetzalcoatl Temple Support now ships 11 JPK instead of 18; cost reduced to 1000 gold.
Skull Knight - The Skull Knight is now a mini-cuirassier and is classified as light infantry. They're Aztec's shock troopers and their AoE cleave can carve through skirmishers with ease. To compensate for their increased speed, they have lower siege damage and no unit multipliers.
- Armor: Changed from 20% melee to 20% ranged
- 3x Cavalry and 2x Light Infantry damage multipliers removed (no penalties/strengths vs. any unit now)
- Speed: Increased from 4 to 6.25
- Siege: Reduced to 20 damage from 72; now affected by Scorched Earth shipment
- Infantry and Heavy Infantry unit tags removed, Light Infantry and CoyoteMan unit tags added
- Damage Cap: Reduced to 40 from 68
Eagle Runner Knight - Due to the increased versatility of the Aztec army, ERKs have had their power levels slightly brought down in general, but are better vs artillery. (Incorporating Garja's changes)
- 2x AbstractArtillery damage multiplier added.
- Armor: Reduced from 30% ranged to 20%
- Speed: Increased to 6.25 from 6.00
Arrow Knights - Very underwhelming as anti-artillery and anti-building units, as they deal little damage to cannons and are one-shot by falconets.
- HP: Increased to 160 from 150
- Artillery Damage multiplier increased to 8x from 5x
- Movement Speed: Increased from 3.75 to 4
- Siege: Increased to 50 from 36
- Cost: Increased to 70F and 100G from 50F and 75G.
Puma Spearmen - Incorporating standardized pikeman changes.
- Melee range increased to 1.0
- Light Infantry damage multiplier improved to 3.5x
- Xochipilli Temple Support now ships 7 Puma Spearmen instead of 12; cost reduced to 500 gold.
Macehaultin - Incorporated ESOC changes
- Centeotl Support now additionally increases range and LOS by 2 each.
- Centeotl Support now ships 11 Macehaultin instead of 18; cost reduced to 500 gold.
Coyote Runner: Coyotes Struggle later on, so I've made them beefier and their temple card cheaper to help them out. Due to unit tag changes, they should also be a bit more durable to skirmishers now.
- HP: Increased to 160 from 150
- Coyote Combat HP bonus increased to 25% from 20
- 1.5x AbstractSiegeTrooper damage multiplier added. This is to help with gren and mantlet spam
- Xipe Totec Support now ships 6 Coyote Runners instead of 11; cost reduced to 500 gold.
Janey Jaguars: The temple shipment is way too expensive for an age 4 card, especially since Janeys aren't amazing cav substitutes.
- Tezcatlipoca Temple shipment cost reduced to 1000 gold from 1500; Religious Unity shipment reduces cost to 500
- Tezcatlipoza Temple shipment HP/damage bonus increased to 50% from 35%.
War Chief: With the speed improvements to Skull Knights and ERKs, I've buffed smoking mirror to compensate
- Smoking Mirror Shipment increases speed by 40% instead of 35%
Overall: Aztec's vanilla roster was heavily weighted in favor of anti-cav, with Jaguar Prowl Knights, Puma Spearmen, Skull Knights, and Eagle Runner Knights all fulfilling this role. Generally, a late-game Aztec player would build their army out of almost entirely ERKs due to their significant overall strength, leaving Skull Knights and JPK by the wayside. Now, Aztec have 2 proper cavalry units, 2 skirmisher units, 2 anti-cav units, and 1 artillery unit.
Sioux :
Teepee: A very controversial building (given how ESOC added then removed an economic aura a la karni mata).
- Aura: AOE increased to 18 from 12
- Cost: Reduced to 40W from 50, bounties adjusted accordingly (20/10 --> 16/8)
- HP: Increased to 500 from 300
Civ Bonus Changes:
- Sioux get free bison every Age (4 colonial, 8 fortress, 16 industrial, 30 imperial)
- Sioux can now build regular walls in the Industrial Age (cannot be upgraded)
- Sioux's town centers cost 400 wood instead of 500 [ESOC]
Politician Reworks/Changes:
- Wise woman: now ships more bison (8,15,25, 40 up from 6,12,20,30) and grants a larger buff to hunting (20/30/40/50% up from 10/20/30/40%)
- Warrior: Colonial Age now ships 2 Axe Riders (up from 1). Industrial Age ships 3 Dog Soldiers, and Imperial ships 6 Dog Soldiers.
Shipments:
- Earth Bounty shipment now provides 0.65 Food, Wood, and Gold trickles instead of 0.65 Wood and Gold trickles
- Burnt Thigh Support Shipment now sends 8 Rifle Riders (up from 7) and 2 aztec warrior priests instead of medicine men
- Lakota Support now ships 8 axe riders (up from 7) and 15 bison (up from 9)
- Nakota Support now ships 5 Dog Soldiers instead of 4
- San Arc Support no longer ships wood, but increases the hitpoints of all War Clubs by 20%
- Oglala Support no longer ships food, but increases the damage of all Cetan Bows by 20%
- Dakota Support now ships 6 Tashunke Prowlers (up from 5) and increases the hitpoints of all Tashunke Prowlers by 30% (up from 25%)
- Bandit Gang - Bandit Gang (Non-repeatable) renamed to Outlaw Combat and no longer ships units nor costs coin. Instead, it increases the HP/damage of Outlaw Comanchero, Outlaw Riflemen, and Outlaw Pistolero by 35% and cost 2 less population
- Three Sisters - Age 4 Shipment that increases farm gather rate by 40% (currently replaces old ways)
- Cav combat cards affect Tashunke Prowlers by an extra 5% (for a total of 20% each)
- Aggressive policy now reduces the cost of Teepees by 50% and build time by 40%, but reduces their hitpoints by 50%, in addition to letting infantry build War Huts, Teepees, and Corrals
- Nomadic Expansion cost reduction reduced to 25% from 30%, hitpoint increase reduced to 30% from 50%. Now additionally increases Teepee LOS by 4. Now available in Age 1
- Sioux now has access to the water dance shipment
- Adoption train time reduction improved to -40% from -25% [ESOC]
- Onikare moved to Age 4 from Age 2; now additionally reduces Dog Soldier train time by 20% [thanks to gamevideo113]
- 4 villager shipment increased to 5
Bow Rider - They're pretty ridiculous on RE, so I've incorporated Garja's HP nerf
- HP: Reduced to 240 from 250
Tashunke Prowler - Arguably the worst and weirdest unit in the game. Their overall design is terrible, and the buff in numbers is a terrible mechanic. Combined with their stealth (which only carded coyote runners share) and AoE, and this is a unit that is massively conflicted in design. They've been buffed significantly across the board and have been given a new role to help round out a specific weakness of the Sioux.
- HP: Increased to 200 from 170
- Armor: Ranged armor increased to 30% from 10%
- Damage: Base attack increased to 20 from 15
- 5x Hero, 5x mercenary, and 2.5x native unit damage multipliers added.
- LOS increased to 18 from 12
- Marauders shipment additionally increased LOS by 6.
- Cavalry Damage/Hitpoint shipments buff Tashunke Prowlers by 20% instead of 15 (like Chinese Flamethrowers)
War Club - War Clubs are the Sioux's equivalent of pikemen, except they're not particularly great vs. cavalry or buildings. Since Sioux have access to Bow Riders age 2, anti-cav isn't usually a problem, but the lack of siege is. Therefore, I've made them deal far more siege damage, in addition to being a bit tankier and hit harder. Now, they're roughly equivalent to the Aztec's Puma Spearmen, but with slightly less damage and slightly more HP
-HP: Increased from 120 to 140
- Damage: Base attack increased to 11 from 10
- Siege: Increased to 35 damage from 27
Cetan Bow: Incorporated ESOC Changes
- HP: Increased to 100 from 90
- Speed: Increased to 4.5 from 4.0
Overall, Tashunke Prowlers are now the cavalry equivalent of spies, but with a splash attack and an aura gimmick. They still require heavy resource investment to maximize, but they should be usable in small numbers, no longer being completely outclassed by the cheap steppe rider. While they might not see use in every game, they're no longer a joke unit. War Clubs help provide the raw siege damage that Sioux lacks early on, and Cetan Bows are more versatile archer units, especially with their reworked mercenary shipments. Outlaw units are situationally more useful in lategame now, thanks to a buffed repeatable Bandit Gang, and Outlaw Combat replacing the non repeatable variant (combining the effects of European's Wild West saloon tech and Dance Hall population reduction)
Iroquois:
Secondary civ bonus: economic buildings now generate resource trickles but are more expensive to construct.
- Market cost increased to 175 from 100; built limit set to 5; generates 0.5 Wood/s
- Plantation cost increased to 625 from 500; build limit set to 5; generates 0.75 Gold/s
- Farm cost increased to 500 from 400; build limit set to 6; generates 1.0 Food/s
Crates of 200 F/W/C increased to 300 Food and 300 Wood.
Politician Reworks/Changes: Incorporating some of smackdown's buffs
- Wise Woman: Industrial Age ships 500 Food/400 Wood/400 Coin (up by 100 each); Imperial Age ships 800 Food/700 Wood/700 Coin (up by 200 food and 100 gold/wood)
- Chief: Now ships 3 villagers in colonial (from 2); 6 villagers in fortress (from 4); and 12 villagers in industrial (from 10)
- Warrior: Colonial Age now additionally ships 2 tomahawks; Industrial now additionally ships 2 rams.
Big Buttons:
- Siege Drill Big Button cost reduced to 350 food/gold from 500 food/gold.
- Lacrosse Big Buttoncost reduced to 500 Wood/Gold from 600.
- Horse Secrets Big Button cost reduced to 350 Wood/Gold from 400.
- Secret Society Big Button cost reduced to 100 Wood/Gold from 200 Wood, 100 Gold.
[Garja] Aenna and Forest Prowler HP reduced to 100 from 110
Mantlet: They're fantastic units, but their slow movement speed really hampers their use. Bumping it up to 4.0 makes them much more versatile units.
- Speed: Increased to 4.0 from 3.5
Ram: They're niche units, and the slow movement speed doesn't help. Normalizing it to 4 alongside mantlets makes Iro's army far more mobile
- Speed: Increased to 4.0 from 3.5
Musket Rider: Excellent units, but some awful shipments. I've buffed the Age IV to not be completely trash
- 6 Musket Rider shipment increased to 7
Tuscarora Support now ships 2 Warrior priests instead of medicine men
Iro now has access to an Age 4 Cavalry Combat shipment. (helps with their mediocre lategame kanya)
India:
Agra Fort: A very unbalanced wonder. Obscenely powerful for an age 2 building, yet terrible later on in the game. As a result damage has been nerfed to make it less formidable (letting siege infantry actually have a chance), and it's more powerful lategame if you delay building it in colonial
- HP: 5000; now scales up by 1000 when built each age, starting from Age IV (6k industrial, 7k imperial). NOTE: a colonial agra doesn't shadowtech to 7k from 5k. It must be built to transition to imperial for full value.
- Damage: Base damage reduced to 20 from 25.
-- Ranged attack now scales by 30 in fortress age and 25 when built each age thereafter (50 fortress, 75 industrial, 100 imperial). NOTE: a colonial agra doesn't shadowtech to 100 damage from 20. It must be built to transition to imperial for full value.
-- Anti-Ship attack now scales up to 80/150/225/300 (same rules apply as the ranged attack regarding scaling).
- Delhi Gate tech and Red Fort techs now increase attack and HP by 25% in each (as opposed to 50% and 50% each)
Sacred Field: Very underwhelming for India's XP source. Too expensive for what yield it gives.
- Cost: Wood cost reduced to 200 from 250
- Goraksha and Sacred Syllable shipments now additionally ship 2 sacred cows.
- Sacred Syllable heal rate increased to 15 from 8
Ottoman Consulate LOS bonus reduced to 8 from 10
Flail Elephants: Awful redundant units. needs a complete overhaul, but I've just given them some buffs in the meantime.
- Infantry multiplier increased to 3.0x from 1.5x
- Villager damage penalty removed.
- Population Cost: Reduced to 4 from 3 (mansabdar reduced to 6)
- Speed: Increased to 4.5 from 4.0
Sepoy: The best colonial age musketeer. They're a bit too strong, I find, so their HP has been slightly lowered to adjust Town Center fire breakpoints (7 vills now 3 shot a sepoy instead of 8).
- HP: Lowered to 185 from 190
Rajput: Infamously terrible on vanilla, they're pretty much a worse version of Sepoy. To help them out, I've incorporated ESOC's changes
- Siege: Increased to 25 damage up from 20
- Speed: Increased to 5.5 from 5.0
Siege Elephant: Siege elephants struggled greatly on vanilla due to being easily overwhelmed by infantry. With the removal of their light cav tag, they should be more versatile units.
- Light cavalry unit tag removed
- Population Cost: Reduced to 6 from 7
- Honored upgrade increases artillery multiplier to 3.5x from 2.5x
- Honored upgrade increases range to 30 from 28
- LOS increased to 34 from 29
- Removed villager damage penalty
- Mansabdar population cost reduced to 9 from 14
Mahout Lancer: In vanilla, Mahout are easily kited, making them very hard to use. They've been buffed to make them better at chasing down skirmishers.
- Population Cost: Reduced to 6 from 7
- Speed: Increased to 6.25 from 6
- Range: Melee range increased to 2
- Removed villager damage penalty
- Damage: Melee attack improved to 35 from 28
- Mansabdar population cost reduced to 9 from 14
Howdah: Howdah, much like Mahout, as slow and are population inefficient. They've been adjusted as such
- Population Cost: Reduced to 5 from 6
- Speed: Increased to 6 from 5.5
- Mansabdar population cost reduced to 8 from 12
Sowar: They're India's version of cossacks, but with a focus on countering skirms. However, they're paper thin, so I've made them a little beefier
- HP: Increased to 250 from 225 (might include ESOC's damage multipliers down the line or maybe slightly reduce speed and buff attack).
- Desert Terror: Additionally increases camel HP by 10%
Zamburak: While they're solid anti-cav early game, they struggle midgame due to their reliance on cards.
- Desert Terror: No longer increases HeavyCav/CoyoteMan damage multiplier by 0.5x. Instead, increases artillery multiplier by 0.25x
- Discipline upgrade now increases Heavy Cavalry and CoyoteMan damage multiplier by 0.5x.
Urumi:
- TEAM 5 Urumi reduced to TEAM 4 Urumi; cost decreased to 500 food from 600.
Japan:
- Ending Japanese isolation no longer has a permanent damage penalty
- Meiji Restoration Tech now additionally ships 1 factory wagon and 4 Gatling Guns on ageup
Golden Pavillion: a 15% multiplicative ranged damage buff was very powerful, especially with Japan's plethora of auras and upgrades.
- Ranged attack buff reduced to 10% from 15%
Giant Buddha: a very underwhelming wonder that saw little use in most games. Shipments and power have been buffed to be more competitive.
- Informers cooldown reduced to 150 seconds from 300
- Now ships 2/4/6/10 Naginata Riders on Age up, up from 1/3/5/9
Shogunate: Had very weird XP scaling. Fortress age was strictly worse than colonial, and industrial was the same as imperial.
- Now provides 400/400/1000/1600 XP on Age up instead of 400/300/1600/1600
Yabusame: An overall solid unit with ridiculously heavy gold macro. It's been rescaled to more in line with other dragoon units
- Cost: Reduced to 50 food/150 gold from 60 food/150 gold.
- Damage: Increased to 9 from 8
Samurai: Samurai have always been iffy anti-cav units, now they're just a generic melee unit without weird AoE or multipliers.
- HP: Increased to 235 from 230
- Cost: Reduced to 50 food, 60 coin from 100/100, shipments adjusted accordingly, build bountry adjusted accordingly (20 --> 11)
- Train Points: Reduced to 36 from 45
- All multipliers removed
- AoE removed
- Population: Reduced to 1 from 2
- Siege Damage: Reduced to 42 from 67
- Sword Saint: No longer increases unit cost, but adds in a 0.8x damage multiplier vs infantry
- Warring States: Now increases HP and Attack by 20% instead of 15%
Naginata Riders:
- Naginata Rider HP card bonus reduced from 30% to 25%
Yojimbo shipment increased to 5 from 4.
Daimyo: Insanely good mobile barracks, especially with Bakufu. They've been toned down a lot
- Shogun Tokugawa cost increased to 500 gold from 350 (bounty rescaled accordingly 35 --> 50xp)
- Bakufu train bonus reduced to 50%
- Daimyo are no longer HC shipment points (this leads to very dumb cheese like instaspawning 10 ninja or sohei armies to instantly change tempo of a fight). Tokugawa can still receive shipments, though.
France:
Secondary Civ Bonus: All Native Trading Posts generate 0.6/s XP trickles. Has access to the native embassy on any map and can train additional native warriors and research native techs at the church
Cuirassier: It's not secret that Gendarmes are hilariously broken lategames, so instant spawning has been removed. Additionally, their base stats have been lowered to prevent the scaling issues.
- HP: Reduced to 400 from 500
- Damage: Reduced to 24 from 30
- Thoroughbreds: No longer reduces train points.
- Now shadowtechs by 20% upon hitting fortress age.
China:
Transcendence cooldown reduced to 180 seconds from 216
German consulate Food trickle improved to 2/s from 1.5 and Coin trickle improved to 1.5/s from 1.25
Qiang Pikeman: They've got a terribly low light infantry multiplier for a pike, so I've gone ahead and fixed it
- Light Infantry damage multiplier increased to 3.5x from 2.25x
Changdao: Changao are exceptionally cost effective units. A bit too much so, with their melee death ball. Thus, they are now more specialized towards cavalry
- Damage: Reduced to 13 from 15
- Cavalry multiplier increased to 2.75x from 2.25x, Light Infantry multiplier increased to 2.0x from 1.5x
Flamethrower: They're solid units with great upgrades, but their slow speed and high population cost hurt their lategame usage.
- Speed: Improved to 4.5 from 4.25
- Population Cost: Reduced to 3 from 4
- 2 Flamethrower shipment now upgrades them to disciplined for free.
- 4 Flamethrower shipment now upgrades them to be honored for free.
Keshik: China's dragoon/cav archer option is quite pathetic due to its pitiful base health. They've been buffed to be more survivable vs. cav, especially with old han 2.0
- HP: Increased to 140 from 110
- Armor: Changed from 30% Ranged to 30% Melee
- Obstruction radius reduced to .65 from .79
- Now affected by reworked Old Han Reforms
Steppe Rider: China's age 2 raider does not scale well. To help old han 2.0 now affects them
- Speed: Increased to 7.25 from 6.75
- Obstruction radius reduced to .65 from .79
- Now affected by reworked Old Han Reforms
Banner Armies:
- Iron Cap Prince now ships 12 changdao, 3 flamethrowers, and upgrades flamethrowers to disciplined.
- Beiyang Army food cost reduced to 750 from 1000
- Every Victorious Army food cost reduced to 1500 from 2000
- New Army food cost removed
- Old Han Reforms food cost removed. Army costs reduced to a 20% increase from 50%. Now affects Steppe Riders and Keshiks. Upgrades reduced from 100% to 50% HP/Attack
- Mandarin Duck Squad now ships 10 Chu Ko Nus, up from 8
- Emperor's Army now ships 10 hand mortars, up from 8
Portugal:
Every non-mercenary home city shipment now comes with a free cow. Shipments requires 2% more exp.
Gunpower infantry TEAM hitpoints and attack moved to colonial age; infantry combat moved to fortress age, all from Industrial
Guerreiros Royal Guard upgrade now additionally increases range and LOS by 2.
Organ Gun: Very squishy for artillery, and they can even be sniped by falconets.
HP: Increased to 200 from 150
Dragoon: 20 range, 7 speed light cav laming...yeah
- Genitours now provides +4 range/LOS (down from +6/6) and +10% HP
Bestieros: 2400 for crossbowmen? Oof.
- Cost: Reduced to 1000 wood from 2400
- Now ships 12 crossbowmen instead of 22
8 Cassadore shipment increased to 9
Russia:
New civ bonus: Can now train Grenadiers in blockhouses. Cavalry Archers can be trained in age 2, and Musketeers build Forts by default in Fortress Age.
Villager train time reduced to 51 seconds from 53
Cavalry Marshall Politician now additionally upgrades Cossacks to Veteran
Strelets: I've fixed a long-standing bug. In the code, Strelets got a 25% discount on gold and food costs. But since they cost wood instead of gold, they receive no discount for that. It's been fixed as such.
Cost: Wood cost reduced to 75 from 100
Halberdier HP/Damage penalties reduced to 15% from 20%
Oprichnik Siege damage reduced to 60 from 75, but now shadowtechs by 20% in fortress.
Shipments:
- Strelet Horde now additionally increases Strelet range by 2.
- Kagul Tactics added: Now increases Cavalry Archer's damage by 15% and their artillery damage multiplier by 50% (3.0)
- National Redoubt now decreases Fort cost and build points by 15%.
- Palace Grenadiers added: Increases Grenadier HP/Damage by 20% and gives them a 1.5x multiplier vs Heavy Infantry
- TEAM Cheap Priests shipment cost reduction improved to -65% from -50%.
Spain:
New civ bonus: Shipments now additionally arrive 25% faster
War Minister Industrial Politician now additionally upgrades Rodeleros to veteran status.
Crossbowmen: Due to Spain's focus on archaic units (Imperial Tercios), I've added Royal Guard and Imperial Upgrades for Crossbowmen.
- Added Ballestero Royal Guard (increases range by 2) and Imperial Ballestero upgrades (adds 0.5x heavy infantry multiplier).
- Corselet Church tech reworked. Now adds +0.1 armor to heavy infantry, but increases cost by 10%
Missionary: Now gains the Unction aura upon Colonial age
Shipments:
- Hand Infantry Combat renamed to Archaic Infantry combat. Now additionally boosts AbstractArcher (Crossbowmen + Native Archers) HP/Attack by 15%
- Hand Infantry Hitpoints renamed to Archaic Infantry Hitpoints. Now additionally boosts AbstractArcher HP by 15%.
- TEAM Hand Infantry Attack renamed to TEAM Archaic Infantry Attack. Now additionally boosts AbstractArcher attack by 15%.
- Caballeros additionally increases Lancer melee range by 1
- Tecio Tactics now additionally upgrades Rodeleros to veteran status for free
- Unction now reduces the cost of Missionaries by 40% and reduces their train time by 60%
- Spanish Gold moved to age 2 and now provides a 3.5 Gold/s trickle.
Dutch:
Now has access to Halberdiers in age 2 (with a 20% HP/damage penalty until fortress age).
Sergeant at Arms Fortress Politician now ships 6 Halberdiers instead of 5
Banks:
- Build limit increased to 5 from 4; further increased by 1 in Fortress and Industrial Age (for a total of 7)
- Build/Kill bounties doubled to 140/280xp (from 70/140)
Shipments:
- Banks of Amsterdam and Rotterdam no longer increase bank limits, but increase their coin production rate by 5% each
- Coffee trade no longer decreases military speed, but now increases the cost of banks by 15% and costs 500 food
- Tulip Speculation trickle buff increased to +20% from 15%
- Military Reforms now boosts Halberdier speed by 10% (down from 20%) and applies a 0.8x Infantry damage penalty (down from 0.75x)
- Dutch East India company shipment cost decrease improved to 30% from 15%
- Infantry combat cards now affect AbstractInfantry.
Ottoman:
Mosque improvements:
- Mosque now generates 0.5xp/s up from 0.4xp/s;
- Mosque build limit increased by 1 each Age, for a total of 5 in Imperial.
- All villager techs have had their cost halved (they're punitively expensive in RE) [ESOC]
- Mosque construction cost reduction for villager techs improved to -50% from -33% (this totals up to -75%).
Spahi: Great units, but low armor for cav, been adjusted as such. Age IV shipments are also underwhelming.
- Armor: Increased to 20% from 10% [ESOC]
- 6 Spahi shipment food cost reduced to 1000 from 1200
- 4 Spahi shipment changed into 5 Spahi INFINITE. Now costs 1000 Food. [here's your infinite spahi aqwer]
Great Bombard: Powerful artillery, but they train too slowly [ESOC]
- Train time reduced to 100 seconds from 115
Abus Guns: Absolutely ridiculous for Age 2 units. Their range has been lowered to give other civs' skirmisher units a little bit more of a change.
- Range: Base range and LOS reduced to 16/20 from 18/22.
- Veteran/Guard upgrades now increase range and LOS by 2 each, for a maximum of 20 range and 24 LOS
- Abuse Guns now have 0.5x multipliers vs AbstractCoyoteMan and AbstractSiegeTrooper. Artillery damage penalty increased to 0.5x from 0.75x
Janissary: Exceptionally beefy musks, a bit too much so. Their HP has been lowered to adjust breakpoints, but Janissary combat has been buffed to compensate
- HP: Lowered from 235 to 225
- Janissary Combat improved to +20% HP/Damage from +15% each [ESOC]
- Acemi Olglan School now additionally reduces Janissary train points by 20% [aqwer]
Irregulars shipment now additionally increases Cavalry Archers' attack by 15% [Garja]
Britain:
Secondary Civ Bonus added: Can now ship in indian/chinese economic and military units for a price.
Longbowmen: Considering that longbowmen are Britain's main anti-infantry unit, it doesn't make sense that their guard and imperial upgrades are locked behind cards. I've made it innate and buffed Yeomen to help out.
- Yeomen: Now grants a 0.25x AbstractHeavyInfantry damage multiplier on top of increasing range by 4.
Florence Nightingale heal rate doubled.
Mercenary Hessian Division, Highland Army, and Mediterranean Army shipments removed.
East Indian Shipments:
[Colonial]
- Onkara: Ships 2 Sacred Field Rickshaws and 10 Sacred Cows. All Sacred Fields heal nearby units
- Sreevan: Ships 3 Mango Grove Rickshaws and Settlers gather wood 20% faster.
[Fortress]
- 13 Disciplined Gurkha for 500 gold.
- 16 Disciplined Gurkha for 1000 gold INFINITE.
[Industrial]
- 19 Honored Gurkha + 1 Mansabdar for 1500 gold.
- 8 Honored Sowars + 12 Honored Zamubrak and their Mansabdar counterparts for 1000 gold.
- 1 Honored Siege Elephant + Mahout + Howdah + Flail Elephant and their Mansabdar counterparts for 4000 gold
Canton Trade Shipments:
[Colonial]
- 8 villagers + 2 village rickshaws for 500 gold.
[Fortress]
- 5 Disciplined Meteor Hammers + 10 Changdao for 1000 gold
- 10 Disciplined Steppe Riders + 6 Disciplined Keshik for 500 gold
[Industrial]
- 4 Honored Flamethrowers + 20 Honored Changao for 2000 gold
Germany:
New civ bonus: Now has early access to mercenaries. Mercenary shipments enable that respective unit at the saloon.
Can build an additional saloon in the industrial and imperial ages (for a total of 3)
Settler Wagon huntable multiplier increased to 6.0 from 4.0
Politician Changes:
- Sergeant At Arms Fortress Politician now ships 4 Doppelsoldners instead of 3
- Cavalry Marshall now additionally upgrades Uhlans to Veteran for free
Shipments:
- 8/7 skirmisher + 3 uhlans reduced to 7/6 skirmishers + 3 uhlans
- 13 Jaeger shipment reduced to 12
- Colonial 3 Hackapell for 400 gold shipment added.
- Colonial 6 Swiss Pikemen for 400 gold shipment added.
- Colonial 8 Cree and Industrial 22 Cree mercenary shipments added.
- Ranged infantry hitpoints replaced with Skirmisher combat (+15% HP/Damage, adds a 0.5x bonus versus light cavalry)
- Solingen Steel speed reduction decreased to 15% from 33%; HP/Damage bonuses reduced to 30% from 50%
- Hand Infantry hitpoints/attack/combat cards now affect AbstractHandInfantry
War Wagon: Very awkward goon units. They help them out, they have slightly faster speed now, so Spanish Riding school lets them outrun hussars
- Speed: increased to 6.25 from 6.00
Uhlans: Very controversial units due to their breakpoints. Due to the increased strength of colonial germany, I've reduced their HP, but increased their industrial combat card buff to compensate.
- HP: Reduced to 185 from 190
- Lipizzaner Cavalry buff increased to +25% HP/Damage from +15%
MISC (bug fixes):
- 8 Gatherer limit added to berry bushes (to prevent idle vills)
- Repentant Outlaw Riflemen, Jaegers, Iron Troops, and Thuggees had multipliers fixed to match merc versions
- Fixed missing artillery and siege trooper damage bonuses for Oprichnik trample mode
- Fixed missing AbstractCoyoteMan damage penalty for Siege Elephants
- Fixed Chinese blockhouses not being able to train banner armies.
- Fixed flail elephant XP bounties
- Fixed native villagers not being able to build Indian Stables' (aztec TEAM 3 villagers)
- Wakina Rifle bounty increased to 10 from 9
- AbstractElephant tags added to Sufi War Elephants
- Fixed icon for 3 galleys shipment
- Corrected Royal Green Jacket description
Incoporated ESOC's fixed starting crates:
- Spain: 300 Food + 200 wood
- Britain: 300 Food + 300 Wood
- France: 400 Food + 200 Wood
- Portuguese: 300 Food + 200 Wood
- Dutch: 400 coin + 200 wood
- Russia: 600 Food + 200 wood
- Germany: 300 Food + 100 Wood + 100 Coin
- Ottoman: 100 Food + 400 Wood
- Iroquois: 500 Food + 100 wood + 100 Coin
- Sioux: 400 Food + 100 Wood
- Aztec: 400 Food + 300 Wood (might reduce to 200 wood, feels a bit strong)
- Japan: 500 Food + 300 Wood
- China: 200 Food + 300 Wood (no change)
- India: 200 Food + 400 Wood
- All skirmisher/archers now possess a 0.75x multiplier against AbstractLightInfantry on top of AbstractCoyoteMan. This makes Coyote Runners and other light infantry more durable against them.
- Trading post HP reduced to 2000 from 3000; advanced trading post HP bonus reduced to 25% from 50%; Trade Empire HP bonus reduced to 15% from 33%
- Pikemen (units with the AbstractPikeman tag) have +1.0 melee range to better chase down cavalry
- Fast Age up politicians (Messenger, Exiled Prince) now age up in 35 seconds instead of 30. Fortress Age takes 45 seconds instead of 40
- Wall HP reduced to 2000 from 3000
- Town Center wood cost reduced to 500 from 600 (ESOC); plantation cost reduced to 500 from 800
- Ranching shipments now increase livestock gather fatten rate by 25%
- Land Grab shipment cost reduction improved to 60% from 40%
- Offshore support bonus Range/LOS reduced to 2 from 5
Non-wood trickle cards have been improved.
- Colbertism: Increased to 2 food/s up from 1.5
- Capitalism: Increased to 1.5 gold/s up from 1.25
Siege Trooper tag changes: This tag is very inconsistent, so I've reduced the number of arbitrary units on there (Shinobi, Puma Spearman, Mongol Scout) to primarily focus on units that mostly deal siege damage (Rams, Failiphants, Flamethrowers, etc.)
Native:
- Natives now have a 75% damage penalty vs. villagers in discovery age. This goes away in colonial. [ESOC]
- Tiger Claw's "AbstractInfantry" tag removed and replaced with "AbstractCoyoteMan"
Unit Buffs: Many native units were underperforming, so they've gotten buffs to make them more viable (dansil92):
Carib - LOS and range increased to 16 and 14, from 12 and 10 respectively.
Cherokee/Klamath - Wood cost reduced to 50 from 60
Comanche - Melee armor increased to 30% from 10%
Cree Tracker - Ranged attack increased to 11 from 10, hand attack increased to 6 from 4
Inca Huaminca - Cav multiplier increased to 4.0 from 3.0, light infantry multiplier increased to 3.0 from 2.25
Inca Bolas - LOS and range improved to 16 and 14, from 12 and 10 respectively. ROF improved to 1.5 from 3.0. Damage cap raised to 24 from 20. Cost increased to 50F/60W from 40F/60W
Maya Holcan Spearman - Cav multiplier increased to 4.0 from 3.0, light infantry multiplier increased to 3.0 from 2.25
Nootka Clubman - Cav multiplier increased to 3.0 from 2.0, light infantry multiplier increased to 2.0 from 1.5
Seminole - range increased to 16 from 12; LOS increased to 18 from 12
Tupi - Ranged armor increased to 30% from 10%
Cheyenne Rider - cost rescaled to 70F/80W from 40F/110W
Huron Mantlet - Ranged armor increased to 50% from 40%. Speed increased to 4 from 3.5
Mapuche Clubman: (incorporating ESOC's rework with some of my ideas)
- HP increased to 200 from 165
- Melee Armor increased to 20% from 10%
- Damage increased to 20 from 12
- 2 AoE Splash Damage added to melee attack
- Cav multiplier increased to 2.5x from 2.0. Light Infantry multiplier increased to 2.0 from 1.5x
- 0.8x Infantry damage penalty added
- Train time increased to 35 seconds from 20
- Build limit reduced to 12 from 15
- Cost increased to 110F/60W from 85F/15W
Navajo: (ESOC's rework plus dansil)
- HP reduced to 160 from 200
- Ranged Armor increased to 20% from 10%
- Ranged Damage increased to 20 from 11
- Melee Damage increased to 11 from 20
- All current multipliers removed
- 0.75x AbstractVillager damage multiplier added
- Stealth movement speed multiplier adjusted to 0.7 from 0.5
- Train time increased to 30 seconds from 20
- Cost increased to 60F/50W from 60F/40W
Zapotec Lightning Warrior: (incorporated ESOC's rework)
- Damage increased to 12 from 11
- Cav multiplier increased to 2.5x from 2.0, Light Infantry multiplier increased to 2.0 from 1.5x.
- 2.5x Heavy Infantry multiplier added
- Train time increased to 30 seconds from 20
- Siege damage reduced to 24 from 30
Jesuit - Ranged attack increased to 20 from 17
Sufi War Elephant - Build limit increased to 9 from 6
Udasi Chakram - LOS and range increased to 16 and 14; siege damage improved to 30 from 15
Mercenary changes:
Fusilier - range increased to 14 from 12; armor increased to 20% from 10%;
Landsknecht - Speed increased to 4.5 from 4.0
Swiss Pikemen - Melee range increased to 1.0
Jaeger - Ranged armor reduced to 30% from 40%
Li'l Bombard - Cost reduced to 900 gold from 1200; Limber speed increased to 3.5 from 2.5
Arsonist - LOS increased to 20 from 15; range increased to 14 from 12; HP increased to 300 from 250; damage cap raised to 56 from 48
Ninja - population cost reduced from 4 to 2
Blink Monk - ROF increased to 1.5 from 2.0; villager multiplier reduced to 2.0 from 2.5x
Asian:
- Fixed gold gather rates at rice paddies (previously, this had a 0.9x multiplier for some reason)
- British consulate HP increase reduced to 8% from 10%
European:
- Grenadier's HeavyInfantry tag removed; LOS improved to 20 (from 15); range increased to 14 from 12. Arsonists adjusted accordingly
- Ironclad HP buffed to 2500, up from 2000
- Spy population cost reduced from 2 to 1
- Artillery Foundry wood cost reduced to 250 wood from 300
- Livestock Pen wood cost reduced to 150 wood from 200
- Crossbowmen ranged damage increased to 17 from 16, hand damage increased to 8 from 7, accuracy improved, and HeavyInfantry multiplier increased to 1.5x from 1.25x
- Cavalry Archer speed increased to 7.25 from 6.75
- Mameluke shipment reduced to 4 units from 5; cost reduced to 800 gold from 1000
- Bayonet Arsenal tech cost reduced to 150 Wood/Coin from 400 Wood/Coin
- Advanced Arsenal shipment now affects culverins and horse artillery
- 4 Grenadier shipment moved to colonial. 5 Grenadier shipment increased to 6, and 7 grenadier shipment increased to 8
Colonial Politician Reworks/Changes: Based on Smackdown's ideas, lesser used politicians have been buffed to be more competitive.
- Naturalist: Additionally ships 3 settlers.
- Philosopher Prince: Age up cost reduced to 700 food, now ships 400 food (down from 500).
- Bishop: Now ships 400 xp instead of 2 settlers.
Fortress Politician Reworks/Changes: Incorporated many of Smackdown's ideas to improve lesser used politicians.
- Mohawk Statesman: 2 Native Scouts replaced with 3 Native Tomahawks
- Gentleman Pirate: Now ships 3 Barbary Corairs instead of 2
Industrial Politician Reworks/Changes: Smackdown changes integrated.
- Viceroy: Now ships a fort wagon and increases build limit by 1
- King's Musketeer: Now additionally upgrades Musketeers to veteran status
- Cavalry Marshall: Now additionally upgrades Uhlans/Hussars/Cossacks to veteran status.
Imperial Politician Rework: Smackdown, again.
- General: Now ships 3 Rockets/2 Heavy Cannons/2 Great Bombards. No longer ships Musketeers, Skirmishers, or Janissaries.
Revolution bonuses rebalanced (thanks to Jotunir on ESOC):
- Argentina: Now ships 5 mortars (instead of 6)
- Haiti: Now ships 16 colonial milita on top of a 10% HP boost
- Chile: Now ships 7 Imperial Hussars (instead of 10)
- Columbia: No changes (Ironclad's buffed HP compensates, might add in fishing ships)
- Peru: All unit HP boost increased to 15% from 5%
- Brazil: Now ships 25 Blackwood Archers instead of 20
- Mexico: Now additionally ships 10 Outlaw Riflemen on top of 10 Outlaw Pistoleros and Riders (Currently not changed due to how hilarious 7 speed pistolero guardians are).
- US: Now ships 4 Gatling Guns on top of a 25% HP boost
Gatling gun: In RE, it's just a worse organ gun. I've buffed it to have parity with that.
- Damage: raised to 33 from 30
- LOS: increased to 30 from 26
- Range: increased to 26 from 24
- HP: increased to 200 from 150
Halberdier: Great meatshields, but their slow movement speeds limits their utility. It's been raised to make them more versatile, alongside an armor buff to help them out.
- Speed: increased to 4.5 from 4.0.
- Armor: Increased to 20% hand from 10% hand
Imam/Priest: Do you ever see them? Healing as a mechanic in AoE3 is pretty terrible, so I'm making Priests cheaper and a bit faster to make them decent meatshields
- Cost: Reduced to 70F/G, down from 200 gold. Bounty adjusted accordingly (20 --> 14); Missionary cost reduced to 80W/G from 100W/G. Bounty adjusted accordingly (20 --> 16)
Water Changes:
Fishing boat cost reduced to 80W from 100W.
- Schooners cost reduction lowered to 50% from 60%
- Asian Schooners cost reduction lowered to 25% from 30%
Aztec:
Aztec can now build a single Nobles' Hut in colonial age (but it cannot train any units), this is raised to 7 (RE cap) on fortress age.
Warrior Priest - no longer costs population (gives more flexibility for Aztec's lategame army)
Politician Changes:
- Shaman: instead of granting a HP/Damage bonus to war/noble huts, now provides Warrior Priests. 1 in Colonial and Fortress ages and 2 in Industrial and Imperial ages (additionally provide +5/10% gather rates to fire pits as well).
- Chief: Now additionally provides 4/7/10/15 Pet Janey Jaguars
- Warrior: Skull Knights additionally train 15/25/40% faster
- Wise Woman: (incorporated smackdown's colonial/fortress changes and the free llama)
-- Now ships 1 farm travois in colonial (up from 0) and 2 farm travois in fortress (up from 1)
-- Industrial Age gather rate bonus improved to 15% from 10%
-- Now additionally ships 3/5/7/10 Llama on Age up
Jaguar Prowl Knight - The JPK is now a melee skirmisher, similar to India's Urumi, but without AoE. His heavy infantry tag has been removed, but he's much weaker vs. cavalry to compensate.
- HP: Lowered to 200 from 230
- Siege: Lowered to 24 Siege Damage from 36
- Armor: Changed from 10% melee to 20% ranged
- 0.75x multiplier vs Cavalry and CoyoteMan added (with a further 0.75x vs light infantry), 2.0x light cavalry multiplier/xpEagleKnight multipliers added
- Heavy infantry unit tag removed
- Quetzalcoatl Temple Support now ships 11 JPK instead of 18; cost reduced to 1000 gold.
Skull Knight - The Skull Knight is now a mini-cuirassier and is classified as light infantry. They're Aztec's shock troopers and their AoE cleave can carve through skirmishers with ease. To compensate for their increased speed, they have lower siege damage and no unit multipliers.
- Armor: Changed from 20% melee to 20% ranged
- 3x Cavalry and 2x Light Infantry damage multipliers removed (no penalties/strengths vs. any unit now)
- Speed: Increased from 4 to 6.25
- Siege: Reduced to 20 damage from 72; now affected by Scorched Earth shipment
- Infantry and Heavy Infantry unit tags removed, Light Infantry and CoyoteMan unit tags added
- Damage Cap: Reduced to 40 from 68
Eagle Runner Knight - Due to the increased versatility of the Aztec army, ERKs have had their power levels slightly brought down in general, but are better vs artillery. (Incorporating Garja's changes)
- 2x AbstractArtillery damage multiplier added.
- Armor: Reduced from 30% ranged to 20%
- Speed: Increased to 6.25 from 6.00
Arrow Knights - Very underwhelming as anti-artillery and anti-building units, as they deal little damage to cannons and are one-shot by falconets.
- HP: Increased to 160 from 150
- Artillery Damage multiplier increased to 8x from 5x
- Movement Speed: Increased from 3.75 to 4
- Siege: Increased to 50 from 36
- Cost: Increased to 70F and 100G from 50F and 75G.
Puma Spearmen - Incorporating standardized pikeman changes.
- Melee range increased to 1.0
- Light Infantry damage multiplier improved to 3.5x
- Xochipilli Temple Support now ships 7 Puma Spearmen instead of 12; cost reduced to 500 gold.
Macehaultin - Incorporated ESOC changes
- Centeotl Support now additionally increases range and LOS by 2 each.
- Centeotl Support now ships 11 Macehaultin instead of 18; cost reduced to 500 gold.
Coyote Runner: Coyotes Struggle later on, so I've made them beefier and their temple card cheaper to help them out. Due to unit tag changes, they should also be a bit more durable to skirmishers now.
- HP: Increased to 160 from 150
- Coyote Combat HP bonus increased to 25% from 20
- 1.5x AbstractSiegeTrooper damage multiplier added. This is to help with gren and mantlet spam
- Xipe Totec Support now ships 6 Coyote Runners instead of 11; cost reduced to 500 gold.
Janey Jaguars: The temple shipment is way too expensive for an age 4 card, especially since Janeys aren't amazing cav substitutes.
- Tezcatlipoca Temple shipment cost reduced to 1000 gold from 1500; Religious Unity shipment reduces cost to 500
- Tezcatlipoza Temple shipment HP/damage bonus increased to 50% from 35%.
War Chief: With the speed improvements to Skull Knights and ERKs, I've buffed smoking mirror to compensate
- Smoking Mirror Shipment increases speed by 40% instead of 35%
Overall: Aztec's vanilla roster was heavily weighted in favor of anti-cav, with Jaguar Prowl Knights, Puma Spearmen, Skull Knights, and Eagle Runner Knights all fulfilling this role. Generally, a late-game Aztec player would build their army out of almost entirely ERKs due to their significant overall strength, leaving Skull Knights and JPK by the wayside. Now, Aztec have 2 proper cavalry units, 2 skirmisher units, 2 anti-cav units, and 1 artillery unit.
Sioux :
Teepee: A very controversial building (given how ESOC added then removed an economic aura a la karni mata).
- Aura: AOE increased to 18 from 12
- Cost: Reduced to 40W from 50, bounties adjusted accordingly (20/10 --> 16/8)
- HP: Increased to 500 from 300
Civ Bonus Changes:
- Sioux get free bison every Age (4 colonial, 8 fortress, 16 industrial, 30 imperial)
- Sioux can now build regular walls in the Industrial Age (cannot be upgraded)
- Sioux's town centers cost 400 wood instead of 500 [ESOC]
Politician Reworks/Changes:
- Wise woman: now ships more bison (8,15,25, 40 up from 6,12,20,30) and grants a larger buff to hunting (20/30/40/50% up from 10/20/30/40%)
- Warrior: Colonial Age now ships 2 Axe Riders (up from 1). Industrial Age ships 3 Dog Soldiers, and Imperial ships 6 Dog Soldiers.
Shipments:
- Earth Bounty shipment now provides 0.65 Food, Wood, and Gold trickles instead of 0.65 Wood and Gold trickles
- Burnt Thigh Support Shipment now sends 8 Rifle Riders (up from 7) and 2 aztec warrior priests instead of medicine men
- Lakota Support now ships 8 axe riders (up from 7) and 15 bison (up from 9)
- Nakota Support now ships 5 Dog Soldiers instead of 4
- San Arc Support no longer ships wood, but increases the hitpoints of all War Clubs by 20%
- Oglala Support no longer ships food, but increases the damage of all Cetan Bows by 20%
- Dakota Support now ships 6 Tashunke Prowlers (up from 5) and increases the hitpoints of all Tashunke Prowlers by 30% (up from 25%)
- Bandit Gang - Bandit Gang (Non-repeatable) renamed to Outlaw Combat and no longer ships units nor costs coin. Instead, it increases the HP/damage of Outlaw Comanchero, Outlaw Riflemen, and Outlaw Pistolero by 35% and cost 2 less population
- Three Sisters - Age 4 Shipment that increases farm gather rate by 40% (currently replaces old ways)
- Cav combat cards affect Tashunke Prowlers by an extra 5% (for a total of 20% each)
- Aggressive policy now reduces the cost of Teepees by 50% and build time by 40%, but reduces their hitpoints by 50%, in addition to letting infantry build War Huts, Teepees, and Corrals
- Nomadic Expansion cost reduction reduced to 25% from 30%, hitpoint increase reduced to 30% from 50%. Now additionally increases Teepee LOS by 4. Now available in Age 1
- Sioux now has access to the water dance shipment
- Adoption train time reduction improved to -40% from -25% [ESOC]
- Onikare moved to Age 4 from Age 2; now additionally reduces Dog Soldier train time by 20% [thanks to gamevideo113]
- 4 villager shipment increased to 5
Bow Rider - They're pretty ridiculous on RE, so I've incorporated Garja's HP nerf
- HP: Reduced to 240 from 250
Tashunke Prowler - Arguably the worst and weirdest unit in the game. Their overall design is terrible, and the buff in numbers is a terrible mechanic. Combined with their stealth (which only carded coyote runners share) and AoE, and this is a unit that is massively conflicted in design. They've been buffed significantly across the board and have been given a new role to help round out a specific weakness of the Sioux.
- HP: Increased to 200 from 170
- Armor: Ranged armor increased to 30% from 10%
- Damage: Base attack increased to 20 from 15
- 5x Hero, 5x mercenary, and 2.5x native unit damage multipliers added.
- LOS increased to 18 from 12
- Marauders shipment additionally increased LOS by 6.
- Cavalry Damage/Hitpoint shipments buff Tashunke Prowlers by 20% instead of 15 (like Chinese Flamethrowers)
War Club - War Clubs are the Sioux's equivalent of pikemen, except they're not particularly great vs. cavalry or buildings. Since Sioux have access to Bow Riders age 2, anti-cav isn't usually a problem, but the lack of siege is. Therefore, I've made them deal far more siege damage, in addition to being a bit tankier and hit harder. Now, they're roughly equivalent to the Aztec's Puma Spearmen, but with slightly less damage and slightly more HP
-HP: Increased from 120 to 140
- Damage: Base attack increased to 11 from 10
- Siege: Increased to 35 damage from 27
Cetan Bow: Incorporated ESOC Changes
- HP: Increased to 100 from 90
- Speed: Increased to 4.5 from 4.0
Overall, Tashunke Prowlers are now the cavalry equivalent of spies, but with a splash attack and an aura gimmick. They still require heavy resource investment to maximize, but they should be usable in small numbers, no longer being completely outclassed by the cheap steppe rider. While they might not see use in every game, they're no longer a joke unit. War Clubs help provide the raw siege damage that Sioux lacks early on, and Cetan Bows are more versatile archer units, especially with their reworked mercenary shipments. Outlaw units are situationally more useful in lategame now, thanks to a buffed repeatable Bandit Gang, and Outlaw Combat replacing the non repeatable variant (combining the effects of European's Wild West saloon tech and Dance Hall population reduction)
Iroquois:
Secondary civ bonus: economic buildings now generate resource trickles but are more expensive to construct.
- Market cost increased to 175 from 100; built limit set to 5; generates 0.5 Wood/s
- Plantation cost increased to 625 from 500; build limit set to 5; generates 0.75 Gold/s
- Farm cost increased to 500 from 400; build limit set to 6; generates 1.0 Food/s
Crates of 200 F/W/C increased to 300 Food and 300 Wood.
Politician Reworks/Changes: Incorporating some of smackdown's buffs
- Wise Woman: Industrial Age ships 500 Food/400 Wood/400 Coin (up by 100 each); Imperial Age ships 800 Food/700 Wood/700 Coin (up by 200 food and 100 gold/wood)
- Chief: Now ships 3 villagers in colonial (from 2); 6 villagers in fortress (from 4); and 12 villagers in industrial (from 10)
- Warrior: Colonial Age now additionally ships 2 tomahawks; Industrial now additionally ships 2 rams.
Big Buttons:
- Siege Drill Big Button cost reduced to 350 food/gold from 500 food/gold.
- Lacrosse Big Buttoncost reduced to 500 Wood/Gold from 600.
- Horse Secrets Big Button cost reduced to 350 Wood/Gold from 400.
- Secret Society Big Button cost reduced to 100 Wood/Gold from 200 Wood, 100 Gold.
[Garja] Aenna and Forest Prowler HP reduced to 100 from 110
Mantlet: They're fantastic units, but their slow movement speed really hampers their use. Bumping it up to 4.0 makes them much more versatile units.
- Speed: Increased to 4.0 from 3.5
Ram: They're niche units, and the slow movement speed doesn't help. Normalizing it to 4 alongside mantlets makes Iro's army far more mobile
- Speed: Increased to 4.0 from 3.5
Musket Rider: Excellent units, but some awful shipments. I've buffed the Age IV to not be completely trash
- 6 Musket Rider shipment increased to 7
Tuscarora Support now ships 2 Warrior priests instead of medicine men
Iro now has access to an Age 4 Cavalry Combat shipment. (helps with their mediocre lategame kanya)
India:
Agra Fort: A very unbalanced wonder. Obscenely powerful for an age 2 building, yet terrible later on in the game. As a result damage has been nerfed to make it less formidable (letting siege infantry actually have a chance), and it's more powerful lategame if you delay building it in colonial
- HP: 5000; now scales up by 1000 when built each age, starting from Age IV (6k industrial, 7k imperial). NOTE: a colonial agra doesn't shadowtech to 7k from 5k. It must be built to transition to imperial for full value.
- Damage: Base damage reduced to 20 from 25.
-- Ranged attack now scales by 30 in fortress age and 25 when built each age thereafter (50 fortress, 75 industrial, 100 imperial). NOTE: a colonial agra doesn't shadowtech to 100 damage from 20. It must be built to transition to imperial for full value.
-- Anti-Ship attack now scales up to 80/150/225/300 (same rules apply as the ranged attack regarding scaling).
- Delhi Gate tech and Red Fort techs now increase attack and HP by 25% in each (as opposed to 50% and 50% each)
Sacred Field: Very underwhelming for India's XP source. Too expensive for what yield it gives.
- Cost: Wood cost reduced to 200 from 250
- Goraksha and Sacred Syllable shipments now additionally ship 2 sacred cows.
- Sacred Syllable heal rate increased to 15 from 8
Ottoman Consulate LOS bonus reduced to 8 from 10
Flail Elephants: Awful redundant units. needs a complete overhaul, but I've just given them some buffs in the meantime.
- Infantry multiplier increased to 3.0x from 1.5x
- Villager damage penalty removed.
- Population Cost: Reduced to 4 from 3 (mansabdar reduced to 6)
- Speed: Increased to 4.5 from 4.0
Sepoy: The best colonial age musketeer. They're a bit too strong, I find, so their HP has been slightly lowered to adjust Town Center fire breakpoints (7 vills now 3 shot a sepoy instead of 8).
- HP: Lowered to 185 from 190
Rajput: Infamously terrible on vanilla, they're pretty much a worse version of Sepoy. To help them out, I've incorporated ESOC's changes
- Siege: Increased to 25 damage up from 20
- Speed: Increased to 5.5 from 5.0
Siege Elephant: Siege elephants struggled greatly on vanilla due to being easily overwhelmed by infantry. With the removal of their light cav tag, they should be more versatile units.
- Light cavalry unit tag removed
- Population Cost: Reduced to 6 from 7
- Honored upgrade increases artillery multiplier to 3.5x from 2.5x
- Honored upgrade increases range to 30 from 28
- LOS increased to 34 from 29
- Removed villager damage penalty
- Mansabdar population cost reduced to 9 from 14
Mahout Lancer: In vanilla, Mahout are easily kited, making them very hard to use. They've been buffed to make them better at chasing down skirmishers.
- Population Cost: Reduced to 6 from 7
- Speed: Increased to 6.25 from 6
- Range: Melee range increased to 2
- Removed villager damage penalty
- Damage: Melee attack improved to 35 from 28
- Mansabdar population cost reduced to 9 from 14
Howdah: Howdah, much like Mahout, as slow and are population inefficient. They've been adjusted as such
- Population Cost: Reduced to 5 from 6
- Speed: Increased to 6 from 5.5
- Mansabdar population cost reduced to 8 from 12
Sowar: They're India's version of cossacks, but with a focus on countering skirms. However, they're paper thin, so I've made them a little beefier
- HP: Increased to 250 from 225 (might include ESOC's damage multipliers down the line or maybe slightly reduce speed and buff attack).
- Desert Terror: Additionally increases camel HP by 10%
Zamburak: While they're solid anti-cav early game, they struggle midgame due to their reliance on cards.
- Desert Terror: No longer increases HeavyCav/CoyoteMan damage multiplier by 0.5x. Instead, increases artillery multiplier by 0.25x
- Discipline upgrade now increases Heavy Cavalry and CoyoteMan damage multiplier by 0.5x.
Urumi:
- TEAM 5 Urumi reduced to TEAM 4 Urumi; cost decreased to 500 food from 600.
Japan:
- Ending Japanese isolation no longer has a permanent damage penalty
- Meiji Restoration Tech now additionally ships 1 factory wagon and 4 Gatling Guns on ageup
Golden Pavillion: a 15% multiplicative ranged damage buff was very powerful, especially with Japan's plethora of auras and upgrades.
- Ranged attack buff reduced to 10% from 15%
Giant Buddha: a very underwhelming wonder that saw little use in most games. Shipments and power have been buffed to be more competitive.
- Informers cooldown reduced to 150 seconds from 300
- Now ships 2/4/6/10 Naginata Riders on Age up, up from 1/3/5/9
Shogunate: Had very weird XP scaling. Fortress age was strictly worse than colonial, and industrial was the same as imperial.
- Now provides 400/400/1000/1600 XP on Age up instead of 400/300/1600/1600
Yabusame: An overall solid unit with ridiculously heavy gold macro. It's been rescaled to more in line with other dragoon units
- Cost: Reduced to 50 food/150 gold from 60 food/150 gold.
- Damage: Increased to 9 from 8
Samurai: Samurai have always been iffy anti-cav units, now they're just a generic melee unit without weird AoE or multipliers.
- HP: Increased to 235 from 230
- Cost: Reduced to 50 food, 60 coin from 100/100, shipments adjusted accordingly, build bountry adjusted accordingly (20 --> 11)
- Train Points: Reduced to 36 from 45
- All multipliers removed
- AoE removed
- Population: Reduced to 1 from 2
- Siege Damage: Reduced to 42 from 67
- Sword Saint: No longer increases unit cost, but adds in a 0.8x damage multiplier vs infantry
- Warring States: Now increases HP and Attack by 20% instead of 15%
Naginata Riders:
- Naginata Rider HP card bonus reduced from 30% to 25%
Yojimbo shipment increased to 5 from 4.
Daimyo: Insanely good mobile barracks, especially with Bakufu. They've been toned down a lot
- Shogun Tokugawa cost increased to 500 gold from 350 (bounty rescaled accordingly 35 --> 50xp)
- Bakufu train bonus reduced to 50%
- Daimyo are no longer HC shipment points (this leads to very dumb cheese like instaspawning 10 ninja or sohei armies to instantly change tempo of a fight). Tokugawa can still receive shipments, though.
France:
Secondary Civ Bonus: All Native Trading Posts generate 0.6/s XP trickles. Has access to the native embassy on any map and can train additional native warriors and research native techs at the church
Cuirassier: It's not secret that Gendarmes are hilariously broken lategames, so instant spawning has been removed. Additionally, their base stats have been lowered to prevent the scaling issues.
- HP: Reduced to 400 from 500
- Damage: Reduced to 24 from 30
- Thoroughbreds: No longer reduces train points.
- Now shadowtechs by 20% upon hitting fortress age.
China:
Transcendence cooldown reduced to 180 seconds from 216
German consulate Food trickle improved to 2/s from 1.5 and Coin trickle improved to 1.5/s from 1.25
Qiang Pikeman: They've got a terribly low light infantry multiplier for a pike, so I've gone ahead and fixed it
- Light Infantry damage multiplier increased to 3.5x from 2.25x
Changdao: Changao are exceptionally cost effective units. A bit too much so, with their melee death ball. Thus, they are now more specialized towards cavalry
- Damage: Reduced to 13 from 15
- Cavalry multiplier increased to 2.75x from 2.25x, Light Infantry multiplier increased to 2.0x from 1.5x
Flamethrower: They're solid units with great upgrades, but their slow speed and high population cost hurt their lategame usage.
- Speed: Improved to 4.5 from 4.25
- Population Cost: Reduced to 3 from 4
- 2 Flamethrower shipment now upgrades them to disciplined for free.
- 4 Flamethrower shipment now upgrades them to be honored for free.
Keshik: China's dragoon/cav archer option is quite pathetic due to its pitiful base health. They've been buffed to be more survivable vs. cav, especially with old han 2.0
- HP: Increased to 140 from 110
- Armor: Changed from 30% Ranged to 30% Melee
- Obstruction radius reduced to .65 from .79
- Now affected by reworked Old Han Reforms
Steppe Rider: China's age 2 raider does not scale well. To help old han 2.0 now affects them
- Speed: Increased to 7.25 from 6.75
- Obstruction radius reduced to .65 from .79
- Now affected by reworked Old Han Reforms
Banner Armies:
- Iron Cap Prince now ships 12 changdao, 3 flamethrowers, and upgrades flamethrowers to disciplined.
- Beiyang Army food cost reduced to 750 from 1000
- Every Victorious Army food cost reduced to 1500 from 2000
- New Army food cost removed
- Old Han Reforms food cost removed. Army costs reduced to a 20% increase from 50%. Now affects Steppe Riders and Keshiks. Upgrades reduced from 100% to 50% HP/Attack
- Mandarin Duck Squad now ships 10 Chu Ko Nus, up from 8
- Emperor's Army now ships 10 hand mortars, up from 8
Portugal:
Every non-mercenary home city shipment now comes with a free cow. Shipments requires 2% more exp.
Gunpower infantry TEAM hitpoints and attack moved to colonial age; infantry combat moved to fortress age, all from Industrial
Guerreiros Royal Guard upgrade now additionally increases range and LOS by 2.
Organ Gun: Very squishy for artillery, and they can even be sniped by falconets.
HP: Increased to 200 from 150
Dragoon: 20 range, 7 speed light cav laming...yeah
- Genitours now provides +4 range/LOS (down from +6/6) and +10% HP
Bestieros: 2400 for crossbowmen? Oof.
- Cost: Reduced to 1000 wood from 2400
- Now ships 12 crossbowmen instead of 22
8 Cassadore shipment increased to 9
Russia:
New civ bonus: Can now train Grenadiers in blockhouses. Cavalry Archers can be trained in age 2, and Musketeers build Forts by default in Fortress Age.
Villager train time reduced to 51 seconds from 53
Cavalry Marshall Politician now additionally upgrades Cossacks to Veteran
Strelets: I've fixed a long-standing bug. In the code, Strelets got a 25% discount on gold and food costs. But since they cost wood instead of gold, they receive no discount for that. It's been fixed as such.
Cost: Wood cost reduced to 75 from 100
Halberdier HP/Damage penalties reduced to 15% from 20%
Oprichnik Siege damage reduced to 60 from 75, but now shadowtechs by 20% in fortress.
Shipments:
- Strelet Horde now additionally increases Strelet range by 2.
- Kagul Tactics added: Now increases Cavalry Archer's damage by 15% and their artillery damage multiplier by 50% (3.0)
- National Redoubt now decreases Fort cost and build points by 15%.
- Palace Grenadiers added: Increases Grenadier HP/Damage by 20% and gives them a 1.5x multiplier vs Heavy Infantry
- TEAM Cheap Priests shipment cost reduction improved to -65% from -50%.
Spain:
New civ bonus: Shipments now additionally arrive 25% faster
War Minister Industrial Politician now additionally upgrades Rodeleros to veteran status.
Crossbowmen: Due to Spain's focus on archaic units (Imperial Tercios), I've added Royal Guard and Imperial Upgrades for Crossbowmen.
- Added Ballestero Royal Guard (increases range by 2) and Imperial Ballestero upgrades (adds 0.5x heavy infantry multiplier).
- Corselet Church tech reworked. Now adds +0.1 armor to heavy infantry, but increases cost by 10%
Missionary: Now gains the Unction aura upon Colonial age
Shipments:
- Hand Infantry Combat renamed to Archaic Infantry combat. Now additionally boosts AbstractArcher (Crossbowmen + Native Archers) HP/Attack by 15%
- Hand Infantry Hitpoints renamed to Archaic Infantry Hitpoints. Now additionally boosts AbstractArcher HP by 15%.
- TEAM Hand Infantry Attack renamed to TEAM Archaic Infantry Attack. Now additionally boosts AbstractArcher attack by 15%.
- Caballeros additionally increases Lancer melee range by 1
- Tecio Tactics now additionally upgrades Rodeleros to veteran status for free
- Unction now reduces the cost of Missionaries by 40% and reduces their train time by 60%
- Spanish Gold moved to age 2 and now provides a 3.5 Gold/s trickle.
Dutch:
Now has access to Halberdiers in age 2 (with a 20% HP/damage penalty until fortress age).
Sergeant at Arms Fortress Politician now ships 6 Halberdiers instead of 5
Banks:
- Build limit increased to 5 from 4; further increased by 1 in Fortress and Industrial Age (for a total of 7)
- Build/Kill bounties doubled to 140/280xp (from 70/140)
Shipments:
- Banks of Amsterdam and Rotterdam no longer increase bank limits, but increase their coin production rate by 5% each
- Coffee trade no longer decreases military speed, but now increases the cost of banks by 15% and costs 500 food
- Tulip Speculation trickle buff increased to +20% from 15%
- Military Reforms now boosts Halberdier speed by 10% (down from 20%) and applies a 0.8x Infantry damage penalty (down from 0.75x)
- Dutch East India company shipment cost decrease improved to 30% from 15%
- Infantry combat cards now affect AbstractInfantry.
Ottoman:
Mosque improvements:
- Mosque now generates 0.5xp/s up from 0.4xp/s;
- Mosque build limit increased by 1 each Age, for a total of 5 in Imperial.
- All villager techs have had their cost halved (they're punitively expensive in RE) [ESOC]
- Mosque construction cost reduction for villager techs improved to -50% from -33% (this totals up to -75%).
Spahi: Great units, but low armor for cav, been adjusted as such. Age IV shipments are also underwhelming.
- Armor: Increased to 20% from 10% [ESOC]
- 6 Spahi shipment food cost reduced to 1000 from 1200
- 4 Spahi shipment changed into 5 Spahi INFINITE. Now costs 1000 Food. [here's your infinite spahi aqwer]
Great Bombard: Powerful artillery, but they train too slowly [ESOC]
- Train time reduced to 100 seconds from 115
Abus Guns: Absolutely ridiculous for Age 2 units. Their range has been lowered to give other civs' skirmisher units a little bit more of a change.
- Range: Base range and LOS reduced to 16/20 from 18/22.
- Veteran/Guard upgrades now increase range and LOS by 2 each, for a maximum of 20 range and 24 LOS
- Abuse Guns now have 0.5x multipliers vs AbstractCoyoteMan and AbstractSiegeTrooper. Artillery damage penalty increased to 0.5x from 0.75x
Janissary: Exceptionally beefy musks, a bit too much so. Their HP has been lowered to adjust breakpoints, but Janissary combat has been buffed to compensate
- HP: Lowered from 235 to 225
- Janissary Combat improved to +20% HP/Damage from +15% each [ESOC]
- Acemi Olglan School now additionally reduces Janissary train points by 20% [aqwer]
Irregulars shipment now additionally increases Cavalry Archers' attack by 15% [Garja]
Britain:
Secondary Civ Bonus added: Can now ship in indian/chinese economic and military units for a price.
Longbowmen: Considering that longbowmen are Britain's main anti-infantry unit, it doesn't make sense that their guard and imperial upgrades are locked behind cards. I've made it innate and buffed Yeomen to help out.
- Yeomen: Now grants a 0.25x AbstractHeavyInfantry damage multiplier on top of increasing range by 4.
Florence Nightingale heal rate doubled.
Mercenary Hessian Division, Highland Army, and Mediterranean Army shipments removed.
East Indian Shipments:
[Colonial]
- Onkara: Ships 2 Sacred Field Rickshaws and 10 Sacred Cows. All Sacred Fields heal nearby units
- Sreevan: Ships 3 Mango Grove Rickshaws and Settlers gather wood 20% faster.
[Fortress]
- 13 Disciplined Gurkha for 500 gold.
- 16 Disciplined Gurkha for 1000 gold INFINITE.
[Industrial]
- 19 Honored Gurkha + 1 Mansabdar for 1500 gold.
- 8 Honored Sowars + 12 Honored Zamubrak and their Mansabdar counterparts for 1000 gold.
- 1 Honored Siege Elephant + Mahout + Howdah + Flail Elephant and their Mansabdar counterparts for 4000 gold
Canton Trade Shipments:
[Colonial]
- 8 villagers + 2 village rickshaws for 500 gold.
[Fortress]
- 5 Disciplined Meteor Hammers + 10 Changdao for 1000 gold
- 10 Disciplined Steppe Riders + 6 Disciplined Keshik for 500 gold
[Industrial]
- 4 Honored Flamethrowers + 20 Honored Changao for 2000 gold
Germany:
New civ bonus: Now has early access to mercenaries. Mercenary shipments enable that respective unit at the saloon.
Can build an additional saloon in the industrial and imperial ages (for a total of 3)
Settler Wagon huntable multiplier increased to 6.0 from 4.0
Politician Changes:
- Sergeant At Arms Fortress Politician now ships 4 Doppelsoldners instead of 3
- Cavalry Marshall now additionally upgrades Uhlans to Veteran for free
Shipments:
- 8/7 skirmisher + 3 uhlans reduced to 7/6 skirmishers + 3 uhlans
- 13 Jaeger shipment reduced to 12
- Colonial 3 Hackapell for 400 gold shipment added.
- Colonial 6 Swiss Pikemen for 400 gold shipment added.
- Colonial 8 Cree and Industrial 22 Cree mercenary shipments added.
- Ranged infantry hitpoints replaced with Skirmisher combat (+15% HP/Damage, adds a 0.5x bonus versus light cavalry)
- Solingen Steel speed reduction decreased to 15% from 33%; HP/Damage bonuses reduced to 30% from 50%
- Hand Infantry hitpoints/attack/combat cards now affect AbstractHandInfantry
War Wagon: Very awkward goon units. They help them out, they have slightly faster speed now, so Spanish Riding school lets them outrun hussars
- Speed: increased to 6.25 from 6.00
Uhlans: Very controversial units due to their breakpoints. Due to the increased strength of colonial germany, I've reduced their HP, but increased their industrial combat card buff to compensate.
- HP: Reduced to 185 from 190
- Lipizzaner Cavalry buff increased to +25% HP/Damage from +15%
MISC (bug fixes):
- 8 Gatherer limit added to berry bushes (to prevent idle vills)
- Repentant Outlaw Riflemen, Jaegers, Iron Troops, and Thuggees had multipliers fixed to match merc versions
- Fixed missing artillery and siege trooper damage bonuses for Oprichnik trample mode
- Fixed missing AbstractCoyoteMan damage penalty for Siege Elephants
- Fixed Chinese blockhouses not being able to train banner armies.
- Fixed flail elephant XP bounties
- Fixed native villagers not being able to build Indian Stables' (aztec TEAM 3 villagers)
- Wakina Rifle bounty increased to 10 from 9
- AbstractElephant tags added to Sufi War Elephants
- Fixed icon for 3 galleys shipment
- Corrected Royal Green Jacket description
- Spanish Ballesteros RG upgrades offset all Veteran/Guard/Imperial upgrades to one position to the right.
- Certain HC cards do not display updated unit values.
Finally, special thanks to the many great ideas from the ESO community and Dansil92 for their contributions to this patch (some really interesting ideas here). I've tried to credit each change in the patch notes as applicable.