C3 flaws 1. Chaotic buildings, insane megalopolis, ill-faded, bad fortifications. 2. Disordered, mass killings, badly organized armies, strange units, poor combat effects 3. Strange buildings and units, strange colors, markers, some weird sounds worse than C1 4. Old, bad units stats, poor nation balance, strange weapons usability, units behaviors 5. Bad movement, poor animation, singular units marching faraway and across the map 6. Overpopulation, crowds of peasants working at cereal plants, forests and stone pits 7. Badly organized, small armies, strange units sizes, poor formations, insane combats 8. Mixing units and squads passing other squads, cavalry never trampled anybody 9. Poor interface, too darkened icons, too darkened menu, worse than C1 10. Small maps, too darkened landscape, less transparent, worse than C1 Proposed change ideas A. More playable nations Nations balanced in six power tiers as fallows. 1. Maritime and mercantile great powers = Britain, Netherlands 2. Land and maritime great powers = France, Russia, Spain and Turkey 3. Land great powers = Austria, Poland and Prussia 4. Low population great powers = Denmark, Sweden 5. Insurgent nations = Algeria, Hungary and Ukraine 6. Minor states = Bavaria Piedmont, Portugal, Saxony, Switzerland and Venice. These six power tiers respectively focused on 1. Great economy progress, mercantile matters, big navy and well trained, but relatively small army 2. Big population, large armies and navies, numerous units, but limited naval abilities 3. Well trained army, but limited shipyards and ports 4. Strong, but small regular army, limited population 5. Numerous irregular, poor units, weaker buildings 6. Small armies and navies, limited population B. Build order and dwellings 1. Logical build order, more sensible economy development without insane megalopolis e.g. - Town hall automatically build together with 4 houses better represent town centre - Town hall with four houses around could not be build to close to another town hall - Every next town hall should require next windmill and more diverse crop plants - Eventually add manufactures and working inside peasants instead gold mines 2. More dwellings or housing places in buildings e.g. - Town hall build together with 4 houses = 400 dwellings - Barracks 17th c. = 200 dwellings - Barracks 18th c. = 240 dwellings - House close to town hall = 100 dwellings - House far from town hall = 20 dwellings 3. Delimit or erase long stone walls, palings build around too big areas or around too big base. Long walls and singular towers strangely build here and there looks and works very bad. 4. Add eventually new garrisoned fortification buildings offering some dwellings e.g. - blockhouse - 12 dwellings for 12 musketeers - tower – 12 dwellings for up to 12 artillerymen needed for 1, 2, 3 cannons - bastion – 30 dwellings for 12 musketeers, 12 artillerymen, drummer, officer - castle - 60 dwellings for 36 musketeers, 20 artillerymen, drummer, officer - fort - 120 dwellings for 72 musketeers, 15, cavalrymen, 24 artillerymen, drummer, officer - fortress - 280 dwellings for 220 musketeers, 15, cavalrymen, 40 artillerymen, 3 drummers, 3 officers and eventually General with Adjutant C. Economy 1. Increase 2 times peasants recruitment time, but every peasant could gather 2 times more resources. This tweak prevent peasants overpopulation and crowd work at cereal plants, forests and stone pits. 2. Add more crop plants, split plant around windmill on 4 different crops, these allow increase agriculture production, exploit crop rotation and much better present agricultural progress e.g. - cereal plant for basic food production - vegetables, potato plant, add more food diversity, increase agriculture efficiency, allow cash crops - flax, hemp for European and cotton plant for Algeria and Turkey, allow produce cloth sails, ropes etc. - fallow land after agricultural revolution in 18th c. allow cultivate fodder crops, clover and turnips, then nutrition can fertilize soil and grow crop plant productivity 3. Add eventually meadows and livestock animals raising on pastures, these can add more food e.g. - cattle, horses, pigs, sheep for European - camels, horses, goats, sheep for Algeria and Turkey Animals could produce food, when they come close to farm around windmill. Cavalry needs horses. Sheep allow virtually produce wool clothes needed in cold seasons. 4. Add eventually manufactures and peasants working inside houses and manufactures, these could earn gold. British industrial Revolution would be welcome. Then iron works, textile factory and steam power could greatly increase Britisth production and earn lot of gold. 5. Delimit or erase at all gold mines, there were not so many rich gold mines in Europe at that period. Add eventually manufactuing and bankers offering loan in gold. 6. Delimit stone pits roles. Agriculture, food production, manufacturing and trading should play main roles in the game. D. Army and Navy organization 1. Improve units stats, similar recruitment times, power, fire ranges, stamina for similar units types etc. 2. Simplify units squads sizes in three, basic tactical levels for small, medium and big squads e.g. - infantry – 12, 36, 72 units, plus automatically add drummer and officer - cavalry – 15, 30, 60 units - irregular cavalry 10, 20, 40 units for Cossacks, Mamelukes, Polish Raider, Spahis, Tatars - artillery – 2 or 3 cannons plus howitzer and horse drawn limbers, if they will available - siege artillery - 2 heavy 24 pounder cannons or 4 mortars 3. Squads create automatically together with drummer and officer in barracks, stables, and depots. This case allow save time needed for create squads and play in better organized order. 4. Add eventually some new units - Supreme Comander, General Commanders and Adjutants in four ranks and Adjutnats - artiller crews, horse drawn limbers, ammunition caissons, engineer wagons, supply wagons. - sappers with explosive powder kegs, they could build and destroy fortifications - skirmisher Jeger, Rifleman, Voltigeur, specialised units in 18th century - reserve infantry, National Guard, Landwehr available in 18th century - Ukraine melee infantry or armed with axes and short pikes peasants - rebel bandits and milita would be welcome too. 5. Add eventually virtual vessels crews and ships cargo transport e.g. all ships in shipyard can take on board some peasants, musketeers and officers as like ferry can do it now. Ships cargo allow lead overseas transport and trade. 6. Add eventually ships squads e.g. - team – 2 the same type ships or boats - convoy – 2 transport vessels and escort team warships, require Commodore commander - squadron – 3 the same type of warships, one ship require Vice or Rear Admiral - fleet – 9 big warships in 3 ship squadrons, require Vice Admiral, Admiral, Rear Admiral 7. Add eventually Generals in four ranks commanding different squads groups levels e.g. Brigade – 1-4 infantry big squads or 1-2 cavalry big squads, plus General and Adjutant Division – 5-8 infantry big squads or 5-8 cavalry big squads, plus General with 2 Adjutants and few lower ranks Generals with their Adjutants for 2 Brigades Army Corps - 9-16 infantry big squads or 3-4 cavalry medium squads, plus General with 3 Adjutant and some lower ranks Generals with their Adjutants for 2 Divisions and 4 Brigades Army – more than 16 infantry big squads, 8 cavalry medium squads, plus General with 4 Adjutants and some lower ranks Generals with Adjutants for Army Corps, Divisions and Brigades, and Chiefs of Staff, of Artillery, of Engineers Supreme Commander with 5 Adjutants in accompany with 2 Suite Generals with their Adjutants and 1 escort cavalry small squad could take command over all available forces. 8. AI and players should create better organized big armies taking into account well known tactical order Vanguard – few cavalry, infantry squads and few cannons, screen own army and seek for enemy positions Main Force – infantry, cavalry, artillery, horse drawn train squads, on battlefield hold central position Reserve – infantry, cavalry, artillery, eventually elite guard units, stay behind or near main force Rearguard – few infantry, cavalry squads and few cannons, secure army rear or cover retreat Vanguard and Rearguard forces on battlefields usually hold army left and right wings, defend own army flanks or try outflank enemy army. Main Force hold main battle line. Reserves in needs reinforce, and strengthen main force. Well organized army or navy is much better than crazy mobs, disorganized, mixed unit clones which can not combat in well organized order.