Ahriman
Tyrant
1. The Man at Arms appears twice for Brettonia. There are two of them, both identical, that show up in build queues etc.
Also, the MaA seems overpowered. Its better than a Pikeman, but doesn't require Advanced Smithing (unlike Halbardiers) and has no National Unit cap. I also thought that the theme for Bretonnia was uber knights/cavalry with *weak* mean at arms peasant support. So why do they get an uberstrong spearman replacement rather than a weak one?
Also, should Brettonnia really get catapults, treuchets *and* cannons? I'd take away cannons.
Bretonnia probably also shouldn't get War Chariots in addition to all their knights. Feels out of flavour.
2. Related to this; I'd like to see all of the different civs given unit boosts/nerfs relative to their strengths. Bretonnia gets better knights/cav with worse/cheaper infantry. Dwarves get Hardass/expensive infantry and better siege machines, with weaker cavalry. Ork chariots have good offensive power, but poor or no withdraw chance (orcs retreating?). Maybe ork infantry get higher attack/lower defence. Maybe lizard cavalry is weaker or slower, but doesn't get the same jungle/marsh penalties. Undead units are cheaper for massing, but without particular strengths.
So, even without adding in all the unique units for all the civs, we can start adding more flavour to the different civs with some mild unit buffs/nerfs.
3. Removing the 4-university/observatory requirement for the Colleges might help with making the AI build them. Just require a single university/observatory in the city you build them. But the AI is always bad at building wonders that have a build requirement.
Alchemist lab is still a pile of junk.
4. Some wonders are still massively over-priced. Sisters of Shallya, Spice Road, Silk Route are very expensive. Every really expensive wonder should have a resource affinity that halves costs.
5. Civic balance isn't great.
Vassalage: too strong. Remove the free happy from units, but increase the number of free units given.
Hereditary rule: very weak compared to City states, representation or Tyranny. Give this free happy from units, or maybe an extra bonus from citadels (milunit production bonus?)
Militia: Very weak. Why would you ever use this??
Slavery: Weak atm. Remove the -1 hammer from mines.
Serfdom: strongest civic in the game. Remove the +50% worker production (serfs really aren't that productive!). Make it +1 food from farm and removing the -1 commerce.
Caste System: Very weak. Make it give +1 influence for all specialists (including serfs and lords), +1 gold +1 hammer for serfs, and +1 gold +3 influence for lords.
Roaming tutorage: Boring and useless. Gold and research are already freely interchangable with the slider.
Dogma: Useless without any boosters for cleric specialists, and without any particular use for great clerics. Create a wonder that boosts them? Will be slightly more useful once none-state religion starts giving nasty penalties.
6. I really think that fortifications aren't working at the moment. This is a fairly serious bug...
I think that all units are getting the ignore fortifications like gunpowder units. I think this was a FFH bug fixed in a recent patch, you should talk to Kael and integrate the fix into this. This is a much bigger deal for this mod, where all the walls and citadels are supposed to make cities much harder to assault.
It seems like cultural defences work, but none of the buildings do.
7. It would also be nice if there was a tech that allowed Permanent Alliances. Its a pain to have to declare war on very close friends in order to win.
Also, the MaA seems overpowered. Its better than a Pikeman, but doesn't require Advanced Smithing (unlike Halbardiers) and has no National Unit cap. I also thought that the theme for Bretonnia was uber knights/cavalry with *weak* mean at arms peasant support. So why do they get an uberstrong spearman replacement rather than a weak one?
Also, should Brettonnia really get catapults, treuchets *and* cannons? I'd take away cannons.
Bretonnia probably also shouldn't get War Chariots in addition to all their knights. Feels out of flavour.
2. Related to this; I'd like to see all of the different civs given unit boosts/nerfs relative to their strengths. Bretonnia gets better knights/cav with worse/cheaper infantry. Dwarves get Hardass/expensive infantry and better siege machines, with weaker cavalry. Ork chariots have good offensive power, but poor or no withdraw chance (orcs retreating?). Maybe ork infantry get higher attack/lower defence. Maybe lizard cavalry is weaker or slower, but doesn't get the same jungle/marsh penalties. Undead units are cheaper for massing, but without particular strengths.
So, even without adding in all the unique units for all the civs, we can start adding more flavour to the different civs with some mild unit buffs/nerfs.
3. Removing the 4-university/observatory requirement for the Colleges might help with making the AI build them. Just require a single university/observatory in the city you build them. But the AI is always bad at building wonders that have a build requirement.
Alchemist lab is still a pile of junk.
4. Some wonders are still massively over-priced. Sisters of Shallya, Spice Road, Silk Route are very expensive. Every really expensive wonder should have a resource affinity that halves costs.
5. Civic balance isn't great.
Vassalage: too strong. Remove the free happy from units, but increase the number of free units given.
Hereditary rule: very weak compared to City states, representation or Tyranny. Give this free happy from units, or maybe an extra bonus from citadels (milunit production bonus?)
Militia: Very weak. Why would you ever use this??
Slavery: Weak atm. Remove the -1 hammer from mines.
Serfdom: strongest civic in the game. Remove the +50% worker production (serfs really aren't that productive!). Make it +1 food from farm and removing the -1 commerce.
Caste System: Very weak. Make it give +1 influence for all specialists (including serfs and lords), +1 gold +1 hammer for serfs, and +1 gold +3 influence for lords.
Roaming tutorage: Boring and useless. Gold and research are already freely interchangable with the slider.
Dogma: Useless without any boosters for cleric specialists, and without any particular use for great clerics. Create a wonder that boosts them? Will be slightly more useful once none-state religion starts giving nasty penalties.
6. I really think that fortifications aren't working at the moment. This is a fairly serious bug...
I think that all units are getting the ignore fortifications like gunpowder units. I think this was a FFH bug fixed in a recent patch, you should talk to Kael and integrate the fix into this. This is a much bigger deal for this mod, where all the walls and citadels are supposed to make cities much harder to assault.
It seems like cultural defences work, but none of the buildings do.
7. It would also be nice if there was a tech that allowed Permanent Alliances. Its a pain to have to declare war on very close friends in order to win.