(continuation)
Big Button Warhut Lacrosse Tech reduced to 400 wood, 400 coin, and now gives Tomahawks +0.5x ranged bonus against cavalry and +0.4x ranged bonus vs light infantry.
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Sounds good
Big Button Siege Drill Tech reduced to 400 food, 400 wood.
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Small impact
Big Button Dock Rawhide Covers Tech reduced to 400 food, 400 wood.
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Same
Big Button Dock Secret Society Tech reduced to 150 wood, 75 coin, and is now available in Discovery Age.
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I'm unaware of this big button, what exactly is this?
Iroquois Old Ways Shipment reworked to new stats. Bug with Iroquois Scouting party also fixed.
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Ok
Travois trainpoints reduced from 30 to 20. With 25 Dancers, Travois will train in less than 10.0 seconds.
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I fear a hut spam, needs testing
Firepit Medicine Men hitpoints reduced to 250, train points to 15, cost to 150 coin.
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Seems ok
7 Mantlet Infinite Card: now ships in 32 seconds (down from 40).
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Doesn't make sense to make it ship at a faster rate from the other cards.
Warhut ranged attack increased to 33 (up from 30).
Same as said before on the azzies, seems ok but we need to be careful with hut spams, especially from iro
SIOUX
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Villager cost reduced to 90 food, train points to 22.5 seconds. XP Bounty reduced to 9 XP.
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Weird change, I do not advise making sioux vills train faster than the rest.
Adoption Card: now gives villagers -20% train points (down from -25%).
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The card was useless the way it was before, no need to nerf it further
Dog Soldier Train Points reduced to 40 (down from 55). With 25 dancers, they will train in about 14 seconds.
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Sounds good
Tashuke Prowler cost reduced to 140 food, 70 coin, armor increased to 0.20. Bounty reduced to 21.
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To be honest I don't remember the old tashunke price, the difference mustn't be too much so it looks viable
Colonial Warrior Politician now delivers 2 Axe Riders (instead of 1).
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Doable
Industrial Warrior Politician now delivers 4 Dog Soldiers (instead of 5 Axe Riders).
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Doable
Imperial Warrior Politician now delivers 7 Dog Soldiers (instead of 10 Axe Riders).
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Doable
Tashunke Prowler build limit increased to 15 (down from 12).
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Careful with this.
Marauders Card: now gives Tashunkes +4.0 LOS, +0.50x bonus against villagers, and enables Champion and Legendary Techs.
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This might bring madness, needs testing
Champion Tashunke Prowler: turned into a 'shadow' tech. This means that it will auto-upgrade upon hitting Industrial, once Marauders Card has been sent.
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Legendary Tashunke Prowler: turned into a 'shadow' tech. This means that it will auto-upgrade upon hitting Imperial, once Marauders Card has been sent.
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Bow Rider multiplier against heavy cavalry and Coyote Men increased to x2.5/x2.0 (up from x2.25/x1..
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Bow riders are already great in colonial, no need to make them a broken unit (imagine a huge cetan army with few bow riders covering them doing the job
Firepit Medicine Men hitpoints reduced to 250, train points to 15, cost to 150 coin.
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same as iro
Bandit Gang Infinite Card: Now upgrades Saloon Wild West.
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Doable
Warhut ranged attack increased to 33 (up from 30).
Sioux's turtling abilities are crap so this is welcomed.
BRITISH
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Thin Red Line Tech now gives infantry only -15% speed (down from -25%).
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Seems reasonable
Rogers Rangers Tech: now upgrades Royal Guard Skirmishers, gives Skirmisher +2.0 Range and LOS, but ships only 24 skirmishers (down from 26) and Costs just 1800 coin.
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Doable
Improved Grenades Tech: now gives +67% siege damage instead of +87%.
Doable
Brits could use some other changes, they're a bit too good and too versatile but too be honest I've no idea where nor how to touch them.
DUTCH
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Stadhouters Tech: now upgrades Royal Guard musketeers, but delivers only 28 Stadhouter Musketeers.
I do not like dutch's colonial age at all. Too slow and it seems that dutch live to age up to fortress for their beloved ruyters. I suck with dutch so suggestions are accepted.
FRENCH
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Church Code Napoleon: Effect changed to give -35% wood cost for buildings.
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Church Young Garde: Cost reduced to 450 food.(down from 500)
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Church Middle Garde: Cost reduced to 900 food (down from 1000).
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Church Old Garde: Cost reduced to 1800 food (down from 2000), plus gives Grenadiers +2.0 Range and LOS, and gives Grenadiers +20% Hitpoints and damage (up from +10% Hitpoints and damage).
Sounds ok. French are fine I guess
GERMANS
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Solingen Steel Card: effect reduced to -25% Dopplesoldner Speed (up from -33%), and also gives Dopplesolders +50% armor (from 0.20 to 0.30).
Steel a worthless card
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Polish Winged Hussar Card: made an infinite shipment, but delivers only 8 Hussars.
Infinite shipments are only worth it in imperial, and guard hus are worthless in imperial
Germans are fine too
INDIA
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Sowar hitpoints increased to 235, speed reduced to 7.0, hand attack increased to 22, (trample 14). Multiplier against infantry to 1.25x, 0.8x against Heavy Infantry. Mansabder reworked to new stats.
Not good. Makes them less special and different from other cav.
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Camel Damage Card: effect reduced to 20%.
Makes sense when comparing with other civ's cards
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Desert Terror Card gives Sowars +0.25x bonus against infantry, and -0.13x multiplier against Heavy Infantry. This increased the 1.25x/0.8x to a 1.5x/0.67x.
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No need to nerf this imo
Rajput hitpoints increased to 180, cost reduced to 80 food, 35 wood. Bounty decreased to 12. Mansabder reworked to new stats, plus Mansabder speed reduced to 5.0.
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Needs testing, I fear that they're gonna eat xbows
Howdah attack increased to 67, hand to 34, multiplier against Heavy cavalry increased to 3.0x, multiplier against artillery reduced to 2.0x. Mansadber reworked to new stats.
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Not sure
Flail Elephant hitpoints increased to 375, cost increased to 140 food, 140 coin hand attack increased to 11, speed increased to 4.8, and siege attack increased to 110, with 2.0 ROF. Bounty increased to 28. Mansadber reworked to new stats.
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Might finally make flails show up in the map
Fortress Agra hitpoints increased to 7500, damage to 75, caption to 150, and anti-ship attack to 120.
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Agra fort semi-FF might get scary, or do you mean when you build it to age from colonial to fortress?
Industrial Agra hitpoints increased to 12000, damage to 125, caption to 250, range increased to 28, LOS to 34, and anti-ship attack to 250.
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Imperial Agra hitpoints increased to 15000, damage to 150, caption to 300, range to 30, LOS to 36, and anti-ship attack to 300.
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15k hp is way too much haha
Delhi Gate upgrade now also gives Agra Forts +2.0 Range and LOS.
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Red Fort upgrade now also gives Agra Forts +2.0 Range and LOS. All Agra Forts now receive +50% damage as well (instead of only Colonial Agra).
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Sounds ok
Gurkha Aid Card now gives Gurkha +0.5x bonus against Ranged Cavalry to match with Counter Infantry Rifling. Gurkha Aid also upgrades Counter Infantry Rifling Tech.
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Sounds ok
Mahout cost reduced to 385 food, 235 wood, and penalty against Heavy Infantry reduced to 0.6x. Bounty reduced to 62. Mansabder reworked to new stats.
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Needs testing. I foresee pikes getting eaten by mahouts
Honored Mahout Tech gives Mahouts +0.15x bonus to Heavy Infantry. Mansabder also affected.
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But HI are supposed to counter mahouts
3 Mahouts Card: cost reduced to 850 food (down from 1000).
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Not needed, the card is good as is
Colonial Charminar Gate now delivers 2 Sowars + 1 Stable Wagon.
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Sounds innovating
Siege Elephant cost reduced to 275 wood, 375 coin, and armor increased to 0.40. Bounty reduced to 65. Mansabder reworked to new stats.
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Increasing the armor brings up the nice discussion of "what exactly beats the siege elephant since it doesn't count as artillery?"
Urumi Swordsman speed increased to 4.80, armor to 0.35. Urumi get 0.75x multiplier against Arrow Knights.
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Urumis are way OP the way they are right now, no need for further boosts
9 Infinite Urumi Card: Arrives in 27 seconds.
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This card doesn't need boost
Sacred Field build limit increased to 3, Sacred Cow limit increased to 30 (up from 2 Sacred Fields and 20 Sacred Cows).
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No no no, I foresee loads of urumis and even greater abuse in mongolia
Ritual Bovines Tech effect increased to +35% Sacred Field gathering (up from +25%).
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Brings more imbalance imo (team games, indian in mongolia, nightmares)
TEAM Improved Buildings Card: effect increased to +30% (up from +25%).
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ok
TEAM Shivajis' Tactics Card: effect changed to TEAM +5% Infantry Speed and +10% Cavalry and Light Infantry HP.
+5% speed has a huge influence compared to 10% hp
will continue later
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