Yes, it's that time of the year again. And while I understand that I might lack some skill to suggest balance changes, I love to think about possible bonuses and stuff, and since it seems we're gonna need some not gimmicky ideas, I'm gonna list a few that I've thinked of. Between brackets I put the existing civ that could take said bonus. I do not claim these to be balance ideas. Just a starting point. Enjoy !
Eco Bonuses:
Team bonuses:
Finally, I would like to share some specifics balances changes:
Burmese: The aforementioned bonus for cavalry dealing extra damage to buildings. Otherwise, I think that they could get Heresy, but I'not so sure about this one. The whole idea is that Burmese could get, one way or another, some bonus to their cavalry/elephants, and thus make this gameplay more viable.
Koreans: Get Bloodlines. WW/EWW gets -20 HP. General Buff for Koreans, small nerf for WW
Incas: Gets 3 llamas. A decent eco bonus. It delays farms. Anyway, I think some things about this civ need to be reworked (blacksmith upgrades affecting vils are kinda senseless now. and their Team bonus is the most useless in the game).
Hope you like it, and don't forget to give your oppinion :D
Eco Bonuses:
- Several farmers can work in the same farm
- Farm technologies add the extra food to already seeded farms
- All type of food gathered 5% faster.
- Hunt Animals last 30% longer
- Can produce herdables on mill (probably the upcoming Polish bonus/special mill)
- Camels +1 attack in CA + 1 Melee defense in IA (might be an UT)
- Towers +1 attack against cavalry / +2 Attack against Archers (Incas?)
- Free Infantry armor upgrades
- Free eagle warrior upgrade (incas?)
- Knight Line/Elephant line +2 attack against buildings (Burmese? if so, Manipur Cavalry needs to be modified)
- Barracks / Archery range upgrades (either one or the other) cost no gold
- Steppe Lancers +1 attack or attacks 15% faster (cumans?)
- Monks +1 Range
- Monks +1/1 Armor
- UT: Skirms gets +2 attack and reduced reload time to 2.2. Food cost changed for 35 G (for a civ with no arbalester. Their skirms would be worst than FU arbalester against cavalry, but would completely wreck enemy archers)
Team bonuses:
- Free caravan (this one is not my idea, I saw it in the official forum and I though it was good).
- Villagers have +1PA or +10 HP (incas?)
- Trade Carts/Cogs cost -15%
Finally, I would like to share some specifics balances changes:
Burmese: The aforementioned bonus for cavalry dealing extra damage to buildings. Otherwise, I think that they could get Heresy, but I'not so sure about this one. The whole idea is that Burmese could get, one way or another, some bonus to their cavalry/elephants, and thus make this gameplay more viable.
Koreans: Get Bloodlines. WW/EWW gets -20 HP. General Buff for Koreans, small nerf for WW
Incas: Gets 3 llamas. A decent eco bonus. It delays farms. Anyway, I think some things about this civ need to be reworked (blacksmith upgrades affecting vils are kinda senseless now. and their Team bonus is the most useless in the game).
Hope you like it, and don't forget to give your oppinion :D