Patch Notes 16.05.17 (1.5.6.74.5273)

Discussion in 'Announcements' started by Bodun, May 16, 2017.

  1. Bodun

    Bodun Administrator Staff Member

    Dear friends!

    We`re glad to present you the new patch with huge rebalance. It introduces new units to Spain (coselete) and Ottoman empire (sipahi), and changes the market trading process.

    Patch Notes 16.05.17 (1.5.6.74.5273)

    General:

    1. Market changed. Penalties for second, third and other players, who began to trade later are lessened.
    Market tests:
    5000 coal to wood
    3000 iron to stone
    1000 gold to food.
    Trade results for first, second, third player before changes:
    wood,food,stone
    P1:6000,4400,3600
    P2:4965,3630,3160
    P3:4390,3245,2865
    new rates after fix:
    wood,food,stone
    P1:6000,4400,3600
    P2:5700,4175,3490
    P3:5440,3990,3380
    In old version, third player got 1610 wood, 1155 food, 735 stone less then first player. In new version, third player got 560 wood, 410 food, 220 stone less then first player.

    2. Reverse trade fixed:
    OLD VERSION Sell 1 000 000 stone for 158000 gold. Now the new price for 1 000 000 stone is 84800 gold. Perform reverse trading, sell 5000 gold to stone. Now, the new price for 1 000 000 stone is 159700 gold. Profit for 2 000 000 stone = 312 700 gold
    NEW VERSION Sell 1 000 000 stone for 158000 gold. Now the new price for 1 000 000 stone is 89800 gold. Perform reverse trading, sell 5000 gold to stone. Then the new price for 1 000 000 stone is 115000 gold. Profit for 2 000 000 stone = 268 000 gold As you can see, profit for first 1 000 000 is the same, but next sales provide less resources as it should be and reverse sales won't backdoor this rule.
    3. Potential cheating possibility with changing base game scripts fixed.
    4. Player with changed scripts now are unable to play in multiplayer, now only players with identical scripts\mods are able play with each other.
    5. Stone cost of blacksmith decreased from 50 to 30 (good for low starting resources).

    Errors:
    1. Fixed error with AI, which disabled his progressing on 1000 resources options.
    2. AI is working better on 5000 resources now.
    3. Fixed bug with AI Assistant, when he was able to trade resources on millions starting option.

    Units balance:
    17th century pikeman - European:
    - Price increased from 25 food to 25 food, 3 gold
    - Cannister protection decreased from 225 to 210

    17th century pikeman - Poland:
    - Price changed from 30 food to 25 food, 1 gold
    - Damage increased from 7 to 8
    - All defense upgrades function as default ones, no more 5 upgrades for pikes-arrows and 6th for sword defence
    - Production time decreased from 3.5s to 3s

    17th century pikeman - Turkey, Algeria:
    - Price increased from 55 food, 3 gold to 55 food, 5 gold

    17th century pikeman - Russia:
    - Price increased from 45 food, 15 iron to 45 food, 4 gold, 15 iron

    Covenant pikeman - Scotland:
    - Price changed from 40 food to 35 food, 2 gold
    - Production time decreased from 4.5s to 4s

    18th century pikeman - European:
    - Price increased from 30 food to 30 food, 2 gold

    18th century pikeman - Sweden:
    - Price increased from 40 food, 2 gold to 40 food, 3 gold

    - Damage increased from 10 to 11
    Light infantry - Turkey, Algeria:
    - Max attack range increased from 40 to 50

    Roundshier - Austria:
    - Max attack range increased from 55 to 60
    - Price increased from 20 food, 25 iron to 20 food, 3 gold, 25 iron
    - Pike protection increased from 2 to 3

    Sword clansman - Scotland:
    - Price changed from 120 food, 5 wood, 8 gold to 110 food, 5 wood, 10 gold
    - Production time decreased from 7.5s to 7s
    - Cannonball protection increased from 1 to 10
    - Cannister protection decreased from 125 to 110

    17th century musketeer - European:
    - Shot cost increased from 2 iron, 3 coal to 2 iron, 4 coal
    - Price increased from 45 food, 5 iron to 45 food, 6 gold, 5 iron

    17th century musketeer - Poland:
    - Price increased from 40 food, 1 gold, 3 iron to 40 food, 3 gold, 3 iron

    17th century musketeer - Netherlands:
    - Price increased from 50 food, 5 gold, 4 iron to 50 food, 8 gold, 4 iron

    17th century musketeer - Austria:
    - Shot cost increased from 2 iron, 3 coal to 2 iron, 4 coal
    - Reload time decreased from 5.3s to 5s
    - Price increased from 35 food, 4 gold, 15 iron to 35 food, 9 gold, 15 iron
    - Sword protection increased from 1 to 2
    - Cannister protection decreased from 175 to 160

    17th century musketeer - Spain:
    - Shot cost increased from 3 iron, 5 coal to 3 iron, 6 coal
    - Price increased from 40 food, 10 gold, 20 iron to 40 food, 12 gold, 20 iron
    - Cannister protection decreased from 225 to 210

    Strelets - Russia:
    - Shot cost increased from 2 iron, 3 coal to 2 iron, 4 coal
    - Price increased from 70 food, 2 gold, 9 iron to 70 food, 7 gold, 9 iron
    - Production time inccreased from 8.5s to 9.5s

    Pandur - Austria:
    - Shot cost increased from 2 iron, 3 coal to 3 iron, 6 coal
    - Price increased from 40 food, 5 gold, 10 iron to 40 food, 15 gold, 10 iron
    - Production time decreased from 8s to 7.5s

    Chasseur - France:
    - Shot cost increased from 3 iron, 5 coal to 4 iron, 8 coal
    - Price decreased from 50 food, 50 gold, 15 iron to 50 food, 45 gold, 15 iron
    - Production time decreased from 10.5s to 9.5s

    Highlander - England:
    - Shot cost increased from 2 iron, 3 coal to 3 iron, 4 coal
    - Price changed from 100 food, 20 gold, 10 iron to 90 food, 25 gold, 10 iron,

    Serdiuk - Ukraine:
    - Shot cost increased from 2 iron, 4 coal to 3 iron, 6 coal
    - Price increased from 60 food, 6 gold, 5 iron to 60 food, 11 gold, 5 iron
    - Production time decreased from 11.5s to 11s

    Janissary - Turkey:
    - Shot cost increased from 2 iron, 4 coal to 3 iron, 5 coal
    - Price increased from 55 food, 6 gold, 5 iron to 55 food, 13 gold, 5 iron

    Covenant musketeer - Scotland:
    - Price increased from 55 food, 2 gold, 7 iron to 55 food, 8 gold, 7 iron
    - Shot cost increased from 2 iron, 4 coal to 2 iron, 5 coal

    18th century musketeer - European:
    - Shot cost increased from 2 iron, 2 coal to 2 iron, 3 coal

    18th century musketeer - Prussia:
    - Shot cost increased from 2 iron, 3 coal to 3 iron, 4 coal

    18th century musketeer - Bavaria:
    - Melee damage decreased from 7 to 5
    - Reload time (musket) decreased from 6.4 to 6s
    - Shot cost increased from 2 iron, 3 coal to 3 iron, 4 coal

    18th century musketeer - Saxony:
    - Shot cost increased from 2 iron, 2 coal to 3 iron, 3 coal

    18th century musketeer - Denmark:
    - Health points increased from 90 to 100
    - Reload time (musket) decreased from 6.4 to 6s
    - Shot cost increased from 3 iron, 4 coal to 4 iron, 5 coal
    - Price decreased from 50 food, 90 gold, 40 iron to 50 food, 80 gold, 40 iron
    - Production time decreased from 6s to 5.5s

    Archer - Algeria:
    - Health points increased from 30 to 40
    - Dispertion decreased from 200 to 175
    - Price increased from 20 food, 2 wood to 20 food, 2 wood, 1 gold

    Turkish archer - Turkey:
    - Minimal attack range decreased from 450 to 400
    - Dispertion increased from 75 to 100
    - Price increased from 45 food, 3 wood, 2 gold to 45 food, 3 wood, 4 gold

    Bow clansman - Scotland:
    - Minimal attack range decreased from 350 to 250
    - Dispertion increased from 100 to 150
    - Shot cost increased from 1 wood to 2 wood
    - Price changed from 100 food, 4 wood, 5 gold to 80 food, 5 wood, 7 gold

    Mercenary archer:
    - Dispertion is 200

    17th century officer - European:
    - Gold consumption increased from 25 to 40

    17th century officer - Russia:
    - Production time increased from 5s to 6s

    17th century officer - Turkey:
    - Gold consumption increased from 20 to 35

    17th century officer - Scotland:
    - Gold consumption increased from 30 to 45

    18th century officer - European:
    - Gold consumption increased from 50 to 80

    17th century drummer - European:
    - Price increased from 60 food to 60 food, 20 gold

    Bagpiper - England, Scotland:
    - Price increased from 120 food to 120 food, 20 gold

    17th century drummer - Russia:
    - Price increased from 90 food, 10 gold to 90 food, 15 gold

    17th century drummer - Turkey:
    - Price increased from 30 food to 30 food, 15 gold

    18th century drummer - European:
    - Price increased from 50 food, 10 gold to 50 food, 30 gold

    Priest - European:
    - Health points decreased from 150 to 100
    - Gold consumption increased from 0 to 20

    Pope - Russia, Ukraine:
    - Health points decreased from 100 to 75
    - Gold consumption increased from 0 to 20
    - Heal power decreased from 30 to 25

    Mullah - Turkey, Algeria:
    - Health points decreased from 150 to 100
    - Gold consumption increased from 0 to 20

    Grenadier - European:
    - Shot cost increased from 2 iron, 2 coal to 2 iron, 3 coal

    Grenadier - Denmark:
    - Shot cost increased from 2 iron, 2 coal to 3 iron, 3 coal
    - Reload time (musket) decreased from 6.4 to 6s
    - Min attack range (musket) increased from 400 to 450

    Grenadier - Prussia:
    - Health points increased from 120 to 125
    - Production time increased from 6.5s to 7s

    Grenadier - Bavaria:
    - Shot cost increased from 2 iron, 2 coal to 3 iron, 3 coal
    - Production time decreased from 6.5s to 6s

    Grenadier - Saxony:
    - Shot cost increased from 2 iron, 2 coal to 3 iron, 3 coal
    - Max attack range (musket) increased from 900 to 950
    - Production time increased from 5.5s to 6s

    Mercenary grenadier:
    - Max attack range decreased from 85 to 75

    Croat - Austria:
    - Price increased from 80 food, 2 gold, 2 iron to 80 food, 6 gold, 2 iron

    Hackapellite - Sweden:
    - Price increased from 80 food, 5 gold, 2 iron to 80 food, 7 gold, 2 iron
    - Production time decreased from 21s to 20.25s

    Hussar - European:
    - Price increased from 70 food, 8 gold, 2 iron to 70 food, 20 gold, 2 iron

    Hussar - Prussia:
    - Price increased from 60 food, 11 gold, 2 iron to 60 food, 20 gold, 2 iron
    - Production time increased from 11.25s to 12s

    Winged Hussar - Poland:
    - Price increased from 130 food, 25 gold, 25 iron to 130 food, 30 gold, 25 iron
    - Production time decreased from 30s to 26s

    Sich Cossack - Ukraine:
    - Health points decreased from 260 to 250
    - Price decreased from 140 food, 2 iron to 130 food, 2 iron
    - Production time decreased from 15s to 13.5s

    Raider - Scotland:
    - Health points decreased from 290 to 280
    - Price changed from 140 food, 6 gold, 2 iron to 130 food, 8 gold, 2 iron
    - Production time decreased from 25.5s to 22.5s

    Reiter - European:
    - Price increased from 120 food, 5 gold, 40 iron to 120 food, 10 gold, 40 iron

    Reiter - Sweden:
    - Price increased from 130 food, 3 gold, 20 iron to 130 food, 7 gold, 20 iron
    - Production time decreased from 25.5s to 22.5s

    Reiter - Poland:
    - Price increased from 60 food, 2 gold, 2 iron to 60 food, 5 gold, 2 iron
    - Production time increased from 7.5s to 8.25s

    Hetman - Ukraine:
    - Min attack range decreased from 30 to 20
    - Max attack range increased from 60 to 65
    - Cannonball protection decreased from 30 to 15
    - Production time increased from 12s to 13.5s

    Don Cossack - Russia:
    - Price increased from 100 food to 100 food, 1 wood

    Vityaz - Russia:
    - Health points decreased from 400 to 380
    - Max attack range decreased from 75 to 65
    - Price increased from 160 food, 8 gold, 25 iron to 160 food, 13 gold, 25 iron
    - Production time decreased from 27s to 25.5s

    Register Cossack - Ukraine:
    - Health points decreased from 260 to 250
    - Price increased from 70 food, 10 gold to 70 food, 20 gold
    - Production time increased from 9s to 10.5s

    Light Spakh - Turkey:
    - Price increased from 80 food, 3 gold, 5 iron to 80 food, 6 gold, 5 iron
    - Cannister protection increased from 0 to 10

    Mameluke - Algeria:
    - Price increased from 100 food, 5 wood, 5 gold to 100 food, 5 wood, 8 gold
    - Sword protection increased from 2 to 3
    - Cannister protection increased from 50 to 75
    - Arrow protection decreased from 10 to 8

    Lancer - Scotland
    - Price increased from 100 food, 2 gold to 100 food, 6 gold

    Cuirassier - European:
    - Damage decreased from 15 to 14
    - Max attack range increased from 60 to 65
    - Price increased from 120 food, 15 gold, 20 iron to 120 food, 35 gold, 25 iron

    Cavalry guard - Saxony:
    - Damage decreased from 16 to 15
    - Price increased from 140 food, 25 gold, 15 iron to 140 food, 50 gold, 20 iron

    17th century dragoon - European:
    - Shot cost increased from 2 iron, 3 coal to 2 iron, 4 coal
    - Price increased from 90 food, 2 gold, 5 iron to 90 food, 7 gold, 5 iron

    Pospolite ruszenie - Poland:
    - Damage increased from 10 to 12
    - Reload time increased from 4.7s to 5s
    - Shot cost is 2 iron, 3 coal
    - Price increased from 70 food, 2 gold, 4 iron to 70 food, 5 gold, 4 iron

    King's Musketeer - France
    - Shot cost increased from 4 iron, 6 coal to 6 iron, 10 coal
    - Price increased from 100 food, 80 gold, 8 iron to 100 food, 100 gold, 8 iron
    - Gold consumption increased from 150 to 200

    18th century dragoon - European:
    - Reload time increased from 5.3s to 5.6s
    - Shot cost increased from 3 iron, 4 coal to 4 iron, 5 coal
    - Price increased from 70 food, 45 gold, 7 iron to 70 food, 60 gold, 7 iron

    18th century dragoon - France:
    - Reload time increased from 4.7s to 5s
    - Shot cost increased from 1 iron, 2 coal to 3 iron, 3 coal

    18th century dragoon - Netherlands:
    - Health points increased from 300 to 320
    - Reload time increased from 5s to 5.3s
    - Shot cost increased from 3 iron, 3 coal to 3 iron, 4 coal
    - Price increased from 100 food, 50 gold, 7 iron to 100 food, 70 gold, 7 iron

    Tatar - Turkey:
    - Price increased from 70 food, 2 wood, 1 gold to 70 food, 2 wood, 6 gold

    Howitzer:
    - Reload time decreased from 21.9s to 18.8s
    - Min attack range increased from 650 to 700
    - Max attack range increased from 1350 to 1400
    - Shot cost decreased from 70 iron, 115 coal to 20 iron, 100 coal
    - Price decreased from 250 wood, 400 gold, 300 iron to 250 wood, 350 gold, 300 iron
    - Production time increased from 140s to 150s
    - Gold consumption increased from 250 to 350

    Mortar:
    - Damage increased from 100 to 200
    - Max attack range increased from 2500 to 2600
    - Shot cost increased from 20 iron, 20 coal to 20 iron, 30 coal

    Multibarrel cannon:
    - Shot cost increased from 15 iron, 10 coal to 40 iron, 30 coal
    - Gold consumption increased from 200 to 300

    Frame gun - Scotland:
    - Health points increased from 2500 to 3000
    - Min attack range increased from 100 to 200
    - Aggro search range decreased from 17 to 1200
    - Gold consumption increased from 200 to 300
    [​IMG]
     
    Last edited: May 17, 2017
    ney likes this.
  2. Kamilow

    Kamilow Well-Known Member

    Two observations:

    1. Scotish Piper still sounds like a drummer.
    2. The max attack of Winged Hussar was decreased from 30 to 29. This is no neccesary because they still recruit very slow, longer than Vytyaz or turkish Heavy Sipahi.

    But the rest is getting better!
     
    Aduhi and [PR]Ernest like this.
  3. Foeurdr

    Foeurdr Moderator Staff Member

    the second is sweden pikemen ;)

    Nice patch, keep going !
     
    [PR]Ernest likes this.
  4. Bodun

    Bodun Administrator Staff Member

    Thanks, it`s fixed now.
     
  5. Original-Cossacks-Player

    Original-Cossacks-Player Active Member

    Something has to be done with the Grenadier fragmentation upgrade: VII supply with new grenades (fragmentation grenades efficiency +1500)
    This is ridiculous, there is no point even making walls or any other structure for that matter, only 5 Grenadiers can destroy a fully upgraded tower (the 1 blacksmith and 2 academy upgrades) in literally 5 seconds its gone, an entire section of wall can be destroyed in seconds, even cannons, howitzers and mortars cannot do such damage despite the fact they were historically way more powerful and the fact that Grenadiers rarely if at all used their crude grenades to destroy buildings.

    Every game its the same strategy, players just build Grenadiers, do the upgrade, attack your wall and within seconds they are in your base, I've even had enemies destroy an entire wall section so that the map is open, by the time any of your units can reach them it's too late they are in your base. It makes having walls obsolete, seriously what's the point?

    It needs to be reduced massively, you can have the fragmentation grenades efficiency upgrade, but reduce it massively to 50% or 100% and reduce the throwing time of the grenades.

    It's by far the stupidest thing in the game.
     
  6. Marius

    Marius Member

    Portugal is absolutely broken btw, 2.25 seconds recruit time on a musketeer with 25 damage upgraded? That is so unfair in peactime games, it's not even funny! AND ADD BALLOONS TO TURKEY/ALGERIA!!
     
  7. Foeurdr

    Foeurdr Moderator Staff Member

    Since Turkey has now a superb heavy cavalry should they get the armour upgrade from the blacksmith and academy ?
     
  8. Bodun

    Bodun Administrator Staff Member

    Hello Original-Cossacks-Player,

    First of all, to fully upgrade grenadiers you have to use alot of resources (18 century, all attack upgrades). Without grenade upgrade - they literally can`t do anything against buildings with both protection upgrades (+135 def). Also grenadiers are basically unarmored units, which means they could be easily countered by multibarrel cannons, for example, not to mention cannonballs. Grenadiers have much slower training time, so if you`d focus on musketeers instead you`d be able to get higher unit count, with better range damage too.
    Second - walls are meant to be used as protection against cavalry raids, if enemy`s able to bring an army of upgraded grenadiers right to your base, he`d be able to crush walls eventually even after their nerf.

    As of armor upgrade for turkey - it`s planned, and should be added in upcoming patches.
     
  9. Bodun

    Bodun Administrator Staff Member

    Hello Marius,

    Which options have used in multiplayer? It`s strange, since volunteers aren`t strong units (having low hp, lower range, high reload time and lacking melee attack in 18th century would mean they should be destroyed by cavalry, for example.).

    Thanks for your suggestions.
     
  10. Kamilow

    Kamilow Well-Known Member

    I suggest some changes in cavalry :

    Heavy Sipahi - 340 hp , 12 attack , rest the same
    Vytyaz - 360 hp , attack 11 , rest the same
    Winged Hussar - 265 hp , attack 15 ( max 31) , sword protection 3 (+1) , faster building time - maybe 20 seconds
    Saxon Cavalry Guard - 310 hp , attack 15 , rest the same
    Polish Raider - 200 hp , attack 10
    Prussian Hussar - 220 hp , attack 10

    Tatars should recruit much faster , they could be stronger and dangerous in big groups.
     
    Last edited: May 17, 2017
  11. Marius

    Marius Member

    Ok, let me explain this.

    1. The health of musketeers barely matters at all, because cavalry units and pikemen are going to be "tanking" almost all the damage in a big battle.
    2. The recruitment time is THE MOST IMPORTANT thing ever for balance!!!! Let's take the Chassueur of France for example, it has 9.5s recruitment time, whilst the volunteer of Portugal has 2.25, that means I can get 4 volunteers before a single chasseur can be recruited. I can basically get more than 4 times the amount of musketeers than france can, and even though the chasseur is stronger, who do you think will win in a battle of 2000 volunteers vs 500 chasseurs? The Volunteer army will absolutely CRUSH the french army, as long as they have some buffering units like pikemen in front
     
    Last edited: May 17, 2017
    ney and [PR]Ernest like this.
  12. Foeurdr

    Foeurdr Moderator Staff Member

    I tried, both shooter with all upgrade, one time 2000 volunteers vs 500 chasseurs alone and another with pikemen as a buffering accounting that Portugal has faster production I gave them 550 and only 500 for the french, the pike had the maximun armor against bullet. When alone the volunteer couldn't even kill half of the chasseur and got annihilated. You need three volunteer with their 25 damage to kill one chasseur while the chasseur can one shot them (51 damage) plus they out range the volunteer. With pikemen the volunteer won but only between 250 - 300 left.
    For a more serious comparison we would need to take in account other thing also, the cost of construction of unit, the place they occupy in your population (you will need to extend your base more as portuguese witch come with a cost and more risk of losing some to raider more easily), the food consommation, the shot cost. And the different composition of army.
     
  13. (OC)Fotheringill

    (OC)Fotheringill Active Member

    Thank you for the work and the updated game.

    I hope these changes, especially as they affect Ukraine and some other nations were well tested against both the AI and humans in 1v1's all the way up to 4v4's.

    We have learned in Old Cossacks that every alteration we make to our mod, even minor tweaks have a ripple effect on the game in ways not originally apparent. If your testing group has been thorough and all is well tested, great and tell me to shut up. If not, think about it. (i.e. Ukraine is extremely vulnerable early game. The patch puts a heavier strain on the nation. Also, I would like to see how the changes in Poland and Scotland play out.
     
  14. Marius

    Marius Member

    It is true that the volunteers lose on their own, because they can't get in range and chasseurs one shot them and shoot farther, but you must have had bad army control if you lost that much with pikemen. I did testing aswell using 2000 seconds of build time as an example with full upgrades for both sides.

    2000 seconds will give me:
    1.France: 211 Chasseurs, 445 Pikemen.
    2.Portugal: 889 Volunteers, 500 pikemen.

    Im pretty good at the game and big battles, so I made sure both sides engaged in combat exactly the same way, and the right way.

    The Outcome: When the entire french army was defeated, 170 pikemen remained, and 749 volunteers.

    Portugal is peacetime games where you get to multiple 18th century barracks is absolutely imbalanced.
     
    [PR]Ernest likes this.
  15. [PR]Ernest

    [PR]Ernest Moderator Staff Member

    Portugal is strong in XVIII century, but you cannot say that it is imbalanced. I think that there should be nations strong on short peacetime and longer, and we got it ;) if every nation is the same it would be boring. I think that Portugal is very interesting especially now, comparing to older cossacks 1 version.
     
  16. Foeurdr

    Foeurdr Moderator Staff Member

    Or great control with the french soldier :p
    More seriously, it just that we tested different number, if I do your test, I do have more casualties with the protuguese because I don't intend to pause the game every second to move perfectly both army but I win with over 100 pikemen or so and more than 600 volunteer. I just created the army in the editor based on tour 2000 vs 500 and then put a number of pikemen that could make a decent buffering.

    But it's still editor test we would need serious game on different pt to see the result, I'm not sure they would fare so well for exemple on millions 45 pt.
     
  17. [PR]Ernest

    [PR]Ernest Moderator Staff Member

    Marius test in editor is the best because he had recruited both units types in both nation during the same time (2000 seconds), then he stopped and made a battle. I think that we can't have better test, even in normal game, but I'd like admit that Portugal strength is OK. Thanks to this move, we have another unique country, not just clone.
     
  18. zigomodo

    zigomodo New Member

    Hi

    is it possible to know when we will be able to create and load map?
    and use it in multi player??????
     
  19. Zakxaev68

    Zakxaev68 Active Member

    Eh you already do, zig. If we go by official members of the team, some claimed around the forums' threads (dunno the exact timing), no proprietary internal editor tool will appear in the nearest time else we'd know. Use the external editor or, of course, get over with mapping, that's how far things go for devs haha
     
  20. Hansol333

    Hansol333 Active Member

    Hi

    I thing that the balance of the game is getting better and better. Especially the redesign of shooter (more dmg but less attack speed was a good one). My main problems I have right now with balance.

    17c cavalry: you rather save money and reach 18c upgrade as fast as possible. Once you have 18c you rather train 18c then 17c cavalry. of course 17c should be replaced with 18c at some time but I thing it is way to early. I dont think that this is possible with simple balance changes. Maybe it could be changed that you need 3 stables to research 18c, or that every stable needs an individual upgrade to train 18c cavalry.

    18c pike: I see them useless unless you chose a map where you start with 18c barracks. then there are amazing but otherwise you most likely already have some upgrades for shooters researched (especially since they reworked the + percent attack upgrade now you can instantly do +10% dmg without having any disadvantages and since the building time is so damm long you most likely have enough gold once the building is finished). In Vanilla game you may wanted to wait until your dragoons/18c shooter without bayonett are fully upgraded so you had to wait. No problem if they become useless later on but I thing they should be more useful at the beginning. I would make the upgrades cheaper but also faster to research, 500 time for a upgrade is fine for a unit with high training time but way to long for a unit with such a short training time.

    to overall unit balance:
    it depends a lot if you play with or without cannons. I prefer to play without cannons and if no cannons or multi barrel cannons are available some units like poland, portugal, ottoman pike or so with almost no cannon protection are pretty good while they can easily countered if cannons/multibarrel are available. Therefore I would add some boni if cannons are available or not like slightly changed training time.

    no I cant confirm that, just tested, me vs. 2 impossible AI, I also send them right at the start 1 of my peasants so they got my nation as well. They constantly retreat (no attack in the first 16 min of the game) and still construct up to 4 art depots even if cannons are disabled.
     
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