balance suggestion for africa civs

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Iceland Yukietti
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balance suggestion for africa civs

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Post by Yukietti »

General
-There should be a limit to sell yaks like after you sold one yak for some wood you need to wait for a bit to sell second yak.
-Influence units should cost more.
-Africa scouts should give 100 EXP when they died.
Hausa
-Eso Riders should be redesigned because when you send them and clone them no unit counters them remove the clone tech and make them cost more.
Ethiopia
-Remove age 2 canoneers card its just a broken shipment.
-Move age 3 mortar card to age 4 and make them cost more.
-Nerf mortar attack.
-Remove +200 influence per shipment card.
-Abuns shouldn't be able to heal in the fight.
-Remove age 4 chaos card for enemy units.

Please share if you have any other suggestions maybe developers can see us.
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Re: balance suggestion for africa civs

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Post by helln00 »

I have shared this on the official Forum but I think the Mortar can be like the Flying crow.

we can keep it in age 3 but with nerf stats have it shadow tech to its current stat in age 4.

It still gives them access but to a nerfed version - with maybe like 28 range 300 damge, same as a falc to infantry and 350 HP, so that it takes 3 culv shots to kill ( making it snipeable by 2 culvs feel sad for something you can get like once in age 3)

Also maybe a nerf to its ROF, its like 6 i think, make it 8.
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Re: balance suggestion for africa civs

Post by fei123456 »

Sand brothers should cost 4-5 pop. Javelin rider is incredibly cost-effective too.
African civs are advanced FF China: They have every kind of unit, making it impossible to counter them. Tanky cav, javelin rider, excellent musks, cheap abus guns, and even cannons: they have everything.
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Re: balance suggestion for africa civs

Post by helln00 »

Yeah javs definitely need a nerf, basically Keshiks with free Dynasty reforms without any cost downsides, super ridiculous, even have more multi against artillery then Keshiks
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Re: balance suggestion for africa civs

Post by duckzilla »

I think Neftenyas are also quite nice. They are not incredibly overpowered with regard to res efficiency, but they may be the most pop efficient skirmisher.
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Iceland Yukietti
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Re: balance suggestion for africa civs

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Post by Yukietti »

i really want to learn what devs were thinking while adding this card...
did i raid his 20-25 vill for no reason? normally it should be a game changer

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France iNcog
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Re: balance suggestion for africa civs

Post by iNcog »

- Oromo migrations should be capped to 10 villagers.
- Gascenya need a nerf.
- Javelin Riders need a nerf (get rid of the 50 attack in melee).
- Cloning techs should not be in the game.
- Chaos card should not be in the game.
- Mortar card should cost influence.

Something like that.

A lot of the units are still busted even without the list.
YouTube: https://www.youtube.com/incog_aoe
Garja wrote:
20 Mar 2020, 21:46
I just hope DE is not going to implement all of the EP changes. Right now it is a big clusterfuck.
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Re: balance suggestion for africa civs

Post by look »

I will play again when this game is playable again.
I just hope it's not so close to aoe4 release.
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Re: balance suggestion for africa civs

Post by helln00 »

You know its strange that for all the OP units, I dont think any of the new units have managed to powercrept Mamelukes
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Re: balance suggestion for africa civs

Post by aligator92 »

iNcog wrote:- Oromo migrations should be capped to 10 villagers.
- Gascenya need a nerf.
- Javelin Riders need a nerf (get rid of the 50 attack in melee).
- Cloning techs should not be in the game.
- Chaos card should not be in the game.
- Mortar card should cost influence.

Something like that.

A lot of the units are still busted even without the list.
What on Earth are cloning techs?
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Re: balance suggestion for africa civs

Post by duckzilla »

There is some native tech which doubles your amount of specific native units after researching. I don't remember whch native tribe it was. But it's a stupid mechanic.
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Re: balance suggestion for africa civs

Post by aligator92 »

aligator92 wrote:What on Earth are cloning techs?
duckzilla wrote:There is some native tech which doubles your amount of specific native units after researching. I don't remember whch native tribe it was. But it's a stupid mechanic.
Why did they remove native mining and the firepit again? Because it was historically inaccurate?
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Re: balance suggestion for africa civs

Post by helln00 »

tbh they could have just made it so that it delivered the units at the shipment point instead of poping them right where the units was, that would have probably made it ok-ish.
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Re: balance suggestion for africa civs

Post by aligator92 »

So they literally multiply around the map? That is so dumb :lol:
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Re: balance suggestion for africa civs

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Post by Lukas_L99 »

Delete the african civs while keeping the other civ balance changes. There you go, you have a decent and playable game.
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Re: balance suggestion for africa civs

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Post by dansil92 »

i honestly think oromo migration should be completely reworked. my idea would be 1 vill for every 2 minutes that has passed, caps at 10 vills/0 min. literally anything would be better than 20vill undo button
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Re: balance suggestion for africa civs

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Post by Garja »

I think the comeback design of the card is still borderline acceptable if the numbers are tweaked. Afterall you can't gain more than what already lost. With a cap to 10 vills it basically gives the chance to trade vills for the opponent military units if the two things happen to be timed correctly.
Can't really drop it below 8v which is the standard age3 villager card. I guess one could make an argument for the fact that it is an age1 card but it doesn't change much.
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Re: balance suggestion for africa civs

Post by iNcog »

Garja wrote:I think the comeback design of the card is still borderline acceptable if the numbers are tweaked. Afterall you can't gain more than what already lost. With a cap to 10 vills it basically gives the chance to trade vills for the opponent military units if the two things happen to be timed correctly.
Can't really drop it below 8v which is the standard age3 villager card. I guess one could make an argument for the fact that it is an age1 card but it doesn't change much.
Agreed.
YouTube: https://www.youtube.com/incog_aoe
Garja wrote:
20 Mar 2020, 21:46
I just hope DE is not going to implement all of the EP changes. Right now it is a big clusterfuck.
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Iceland Yukietti
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Re: balance suggestion for africa civs

Post by Yukietti »

Garja wrote:I think the comeback design of the card is still borderline acceptable if the numbers are tweaked. Afterall you can't gain more than what already lost. With a cap to 10 vills it basically gives the chance to trade vills for the opponent military units if the two things happen to be timed correctly.
Can't really drop it below 8v which is the standard age3 villager card. I guess one could make an argument for the fact that it is an age1 card but it doesn't change much.
i was out of my base i sent all my 20 cav to the top to raid cuz it was obvious that he was in there so i lost the fight in my base and thanks to that i raided his 20 vill he recovered with only one card but i couldn't
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Re: balance suggestion for africa civs

Post by Afroholic »

Yukietty wrote:General
-There should be a limit to sell yaks like after you sold one yak for some wood you need to wait for a bit to sell second yak.
-Influence units should cost more.
-Africa scouts should give 100 EXP when they died.
Hausa
-Eso Riders should be redesigned because when you send them and clone them no unit counters them remove the clone tech and make them cost more.
Ethiopia
-Remove age 2 canoneers card its just a broken shipment.
-Move age 3 mortar card to age 4 and make them cost more.
-Nerf mortar attack.
-Remove +200 influence per shipment card.
-Abuns shouldn't be able to heal in the fight.
-Remove age 4 chaos card for enemy units.

Please share if you have any other suggestions maybe developers can see us.
I think the most important part is Sell yaks. This market is giving you so much flexibility in just seconds. You do not need to make any anti plan. If you see something you didnt prepared just sell a yak, adjust your macro to make counter units. Its so easy.. There will be a punishment to sell yaks, otherwise none will think twice to sell them.
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Re: balance suggestion for africa civs

Post by Garja »

How does Ethiopia stacks so many cattle units? Doesn't seem the same for Hausa.
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Iceland Yukietti
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Re: balance suggestion for africa civs

Post by Yukietti »

They have 4 yaks in age 1 and 1 big benny in age 2 (about 900 resource)
Garja wrote:How does Ethiopia stacks so many cattle units? Doesn't seem the same for Hausa.
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Re: balance suggestion for africa civs

Post by Garja »

Ye but do people actually send 4cows over 2v+1abun?
Also the big benny is broken and should probably be just removed or at the very least dropped to 500f.

Anyway, Ethiopia should clearly have less cattle on average than Hausa becuase of the mountain monastery and because of Hausa specific civ bonus. From the little I've seen it's the opposite.
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Re: balance suggestion for africa civs

Post by iNcog »

Garja wrote:Ye but do people actually send 4cows over 2v+1abun?
Also the big benny is broken and should probably be just removed or at the very least dropped to 500f.

Anyway, Ethiopia should clearly have less cattle on average than Hausa becuase of the mountain monastery and because of Hausa specific civ bonus. From the little I've seen it's the opposite.
Huh. How do they do it? I suck at Ethiopia because I run out of cows all the time
YouTube: https://www.youtube.com/incog_aoe
Garja wrote:
20 Mar 2020, 21:46
I just hope DE is not going to implement all of the EP changes. Right now it is a big clusterfuck.
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Re: balance suggestion for africa civs

Post by helln00 »

I think they sell one cow and then buy 3.

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