Great work you doing here guys! Thanx a lot!
Some notes if I may, sorry if they were mentioned before:
Map
1. Genoa and Rome have same [Ancient Roman] flag
3. Venice Power of Trade has "r" missing
Units
6. Huszar replaces Pistollier while requiring Optics instead of Flintlock and being extremely cheaper - looks like a potential imbalance.
7. Keshiken being high-power light cavalry are much less counterable by pointed-stick users - they are equal to pikes in the open (12+1st strike vs 10*1,25)! Looks imbalanced, as you get pikes (and even longbows) so much later, and guisarmes are no match. Maybe knights should be switch to later - starting as Muscovites, you can get knights at 5th tech, while pikes - at 18th!
8. Austrian Kuirassier with his +50% vs pretty much all defenders and 1st strike immunity is pretty scary. They beat line infantry, their counter! Propose to tone down them (retain ~+20% vs gunpowder) and all cuirassiers - the age of heavy cavalry was the late medieval, this is the age of line infantry, so power cut from 20 to 16-18 can be used, with appropriate toning down of Hussars and Dragoons. Otherwise you'll see after a couple of collateral attacks cuirassiers easily smashing down anything anyone can provide.
10. English Longbow twice cheaper than ordinary one is a game breaker. It doesn't have bonuses vs heavy infantry or cavalry on top of that, and this looks contrary to history. If all, I'd like to boost them due to superior strength (and drill and formation here look perfectly ok) while retaining all other bonuses and cost of ordinary longbow.
11. Grenadiers are technologically too far away from line infantry they're supposed to counter.
Buildings
1. Folwark effect looks puny. +2 food, perhaps?
2. Mint effect is a wonderful idea!
3. Rathaus+Manor+Night Watch = -100% Maintenance. I propose either toning down maintenance effect from chouse and rathaus by 25% each, together with cost, or just drop out manor alltogether and maintenance effect for Night Watch.
Few more notes, mostly regarding balance
1. At Muscowy start you have techs and resources for armored lancer as the peak of offensive and crossbow and guisarme (1 tech away) for defense. Attacking city:
heavy lancer vs crossbow
11 vs 5*(1 + 50% vs heavy cav + 10% lancer vs city) = 8
The heavy lancer wil just tear through, and even teching all the way to arbalest does not improve the situation. To even things out you need walls at least, or 25% from fortify and 40% culture - this will at least make people bring siege.
If you try to attack the stack of heavy lancers with your guisarme:
heavy lancer vs guisarme in the open
11 vs 6*(1+75%) = 10,5, i.e. you expect to lose some 60% of the battles, and the unit is supposed to be the counter.
Summary: so far the key strategy until enemy get longbows and pikes is to build nothing but stacks of heavy lancers, and later - knights, without even protection from pole arms. Man-at-arms costs 14% less than heavy lancer, but has power 7 vs 11, 1 less move, and has no chance to be built, as well as macemen ad even foot knights - unless you have no horses, that is, but then you're screwed.
Proposal: tone down heavy cavalry. Lancers are 7, but heavy lancers are suddenly 11 and dominate the field; same with knights, and I;ve already written about cuirassiers. I propose power 9 for heavy lancer, 11 for knight, 10 for keshik - this will solve quite a lot of problems.
2. I'd lso check if +% for trade routes require buffing - the base value have significantly decreased in BtS comparing with Warlords.
4. Moscowite UB requires stone for fast production, as well as its prereq. The closest stone is at Prague, next - in ALbaniamaybe put some stone resource towards Ural mountains?
I also propose adding Atlantic route to StPetersburg and Constantinopolis locations, and perhas to one of Italian merchant cities.
Bugs/inaccuracies:
1. I can build watermils without replaceable parts (Muscowy start)
2. As I've said, farm do not remove dense forest, but you can't chop it. And it gives no +health to city unlike regular forest.
3. Mines do not remove forest, which retains its +1 hammer.
7. Producing culture (and, I expect, research and wealth as well) gives only 50% hammer output like Vanilla, while in Warlords and BtS it's 100%
1. Armored Cavalry has - 10% city attack. We know that it is easy, but the AI don't. Why shouldn't we use that advantage? If you want to conquere it I think its nice to do it easy sometimes. And I also like it when the AI is weak and I'm strong.
2. Not all the thing has to be the same. You have less % per building, but you have many more buildings.
4. It has the double production because the Castle has it. And their aren't Ural mountains.
Why, they hadn't really important colonies.
Bugs:
1. You need machinery. Moscow has that tech. RP only improves the watermills. I think that is logical.
2. DENSE forest is so DENSE you can't walk through it. Thats why it hasn't bonusses I think.
3. We had discussed that a few pages ago. If you want to know why it is so, I recommend to read it.
7. I think it has a reason, but I don't know it.
Units:Map:
Units:
6. IMO their is nothing wrong with it. It has a good price for the time you can build it.
7. Keshik were LIGHT cavalry. Almost lighter than the horse-archers. (in fact it were horse-archers) You can kill them easily with armored, lancers. You only have to build stables etc. and if you give them 2 combat, they have about 70% win chance.
8. You're right on this. But IMO we should give them al +50% attack bonus, so they haven't a good defense.
10. This is also noticed (and again by me)
11. I think you're right on this.
Buildings:
1. I see your point, but the Khmer Baray has the same power, so IMO it should be like it is.
2. For which building?
3. That's their UB, so it has a realy strong power, but IMO it is a good power.
1. They do have, and I used it in the calculation. However, I believe for easy conquest one should better use lower difficulty levels, not the broken balance system. I would still like to see this Mod as the one attractive for multiplayer, like FFH.1. Armored Cavalry has - 10% city attack. We know that it is easy, but the AI don't. Why shouldn't we use that advantage? If you want to conquere it I think its nice to do it easy sometimes. And I also like it when the AI is weak and I'm strong.
2. Not all the thing has to be the same. You have less % per building, but you have many more buildings.
4. It has the double production because the Castle has it. And their aren't Ural mountains.
Why, they hadn't really important colonies.
Bugs:
1. You need machinery. Moscow has that tech. RP only improves the watermills. I think that is logical.
2. DENSE forest is so DENSE you can't walk through it. Thats why it hasn't bonusses I think.
3. We had discussed that a few pages ago. If you want to know why it is so, I recommend to read it.
7. I think it has a reason, but I don't know it.
Maybe it's a stupid question, but why does Roma get a cultural 5x5 square everytime? Can't it be a fat cross so Napoli gets the food resource?
Napoli can get the Barley if its culture is stronger than Rome's in the tile. (As far as I can tell, the Papacy has no "home region".) But that's not easy to do.
Few more notes
1. Stefan of Hungary refuses open borders even at Friendly - please tone down the OB requirement.
Bugs
1. Moscovite Boyar when inactive looks like cataphract.
2. Sheep give happiness instead of health
I guess the "sheep" icon is supposed to represent wool, much like the elephants represent ivory.