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Proposed Civ Balance Changes
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Note - Even the most broken ass civs in the game are honestly, relatively balanced. While some civs are clearly overtuned, nothing is so rampantly broken that it needs to be drilled into the ground. Small changes over time is my philosophy, rather than huge buffs or nerfs.

Hindustanis

Nerf: Ghulam lose -1 Attack, gain 1 Bonus Damage against Archers and Cavalry Archers

- The Ghulam is a potent unit that is meant to be an anti-archer specialist but still trades out effectively into a lot of units, especially doing extremely well into Eagle Warriors. This will allow Ghulams to retain their strength into Archers while weakening them in trades with cavalry and infantry.

Nerf: Halberdier Upgrade Removed

- Only two civilizations receive above average Heavy Camels AND Halberdier. One of them is the Byzantines, who do not get Blast Furnace or Bloodlines, and the other is Hindustani, who get some of the best camels in the game. They do not need yet another hard counter to cavalry.

Nerf: Gunpowder 1/ 1P Additional Armor Removed

- This nerf is fairly inconsequential, as Gunpowder shouldn't be under attack in the first place, but it's just bloat to the civilization that's being trimmed.

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Gurjaras

Nerf - Shrivamsha Rider cost increased from 70/20 to 75/25 (After the Kshatriyas nerf, this increases the price from 53/20 to 60/25)

- This unit's ability to raid and essentially negate ranged enemies is one of the key strengths of Gurjaras. This is a price increase to make massing them more difficult.

Nerf - Kshatriyas effect reduced to -20% food from -25% food

- This affects almost all of their main army units, and is at the least, a step in the right direction to prevent their ability to quickly and easily mass army.

Change - Frontier Guards cost reduced from 800/700 to 600/500, effect reduced from 4 armor to 2 armor for Camel Riders and Elephant Archers.

- While still potent, 4 armor essentially makes Camel Riders unkillable in melee. Cutting the value in half, while giving a small gold refund, means that this is still a useful tech but not nearly as potent, even if it's a little easier to get now.

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Bengali

Buff - Melee Ratha no longer count as cavalry archer

- This is not as big of a buff as it may seem, since skirmishers and camel archers don't do well in melee combat at all, but this feels like a logical change to make. Considering that technically, ranged and melee rathas are separate units you can convert between, this doesn't feel like a mechanically impossible change to make.

Buff - Gain 3 Villagers at your longest standing TC when reaching the next age.

- While 3 TC's per age sounds big on paper, in Feudal and Castle this is IMO still less impactful than the Vikings' eco bonus, considering that the Vikings can produce 3 villagers from their TC, *and* get the tech for free. This is balanced out by 3 more villagers in Imperial Age, but that's when 3 bonus villagers is the least impactful. As it stands, when going up to Imperial Age, Bengali are capable of getting 2 per EACH TC.

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Dravidians

Buff - Able to research Plate Barding Armor

- Their stable is still hot garbage, this is actually meant to be a siege bonus for their Siege Elephants who work off of cavalry armor.

Buff - Infantry Blacksmith Upgrades -50% cost

- This is a big bonus for the Dravidians, but makes sense along with their cheaper Barracks' technologies.

Nerf - No longer able to research Arbalest

- This nerf puts a bigger focus on Elephant Archers as their ranged option, but it also is why I feel comfortable giving Dravidians the Blacksmith Upgrades. They need some buffs, but nothing major.

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2 years ago