Dhruv patel
Approved user
- Joined
- Aug 27, 2017
- Messages
- 321
Greeks
20% reduction in expedition time
20% defensive building hit points
20% wonder effectiveness
Companion cavalry-- 30% damage and 20% health
Romans
20% training time reduction and general cool down
20% army size
20% mercenary damage and hit points and -2 trade good for hiring mercenaries (could be -1 then goes up to -2 later age and 2 diamond becomes 1. Have at least one diamond )
legion 30% health and 20% damage
Chinese
+1 defender per wave ( garrisons make 5 defenders a wave over 4 and Colosseum spawns 9 defenders a wave instead of 8) and partisan defender is 9 instead of 8
+2 citizens (+2 more in enlightenment age) the city center's like a house
+3 ambush troops when buildings destroyed (level determined by garrison and stacks with research)
Chu ko nu fire twice as fast and have 30% health
Germans
Rally -5sec and length doubled
Teutonic fury 20%
minuteman effect on rally (move faster, take 50% less damage and deal 50% more damage for rally duration)
Vandal 30% damage and 20% health
British
20% loot bonus
Town centre generates trade goods everyday (increase per age)
Troop army/mercenary army capacity +1.
Long-bowmen +1 range and 20% damage
Japanese
Town center shoot at defenders with a greater damage (treated as defensive building requirement) shoots at air defenders (air defense style) and on ground has catapult damage and redout damage if attackers get close ( the town centre becomes an actual threat instead of a bulky archer tower) The ground damage affected by tower blessing and air damage affected by air superiority blessing.
Defenders have 20% health and damage
Defensive buildings and wonders spawn defenders when destroyed (including town centre 3 for generic buildings, 5 for fort and stronghold and 10 for town centre and wonder ) or +1 range to defensive buildings better?
Bushi have 15% damage and 15% health with double damage to defenders
Koreans
20% looted resources refund
+1 war tactic
20% duration and effectiveness of blessings
Hwarang have 30% damage
French
20% library, uni and blacksmith research time and/or cost
20% coalition effectiveness (applies to coalition troop health and damage) and -2 NTG cost (could be -1 then goes up to -2 later age)
+12 alliance troop capacity
Chevalier 30% health and 20% damage
PS: the forbidden city from my wonder re balance will copy the town centre buffs of the British and Japanese and the defenders that come out the town centre will be your unique troops and they'll be determined by command post level Ie:
British--- 5 long bowmen (upgraded by command post) 6 if its Chinese
French--- 3 chevaliers (upgraded by command post)
German--- 8 vandals (upgraded by command post)
They are all designed to sync with my post on wonder re balances, Tell me what you think of them and any changes you think are appropriate. I made these for my own little re balance without the 2nd re balance in mind, along with the wonder re balance https://forum.nexonm.com/forum/nexon...nder-rebalance
20% reduction in expedition time
20% defensive building hit points
20% wonder effectiveness
Companion cavalry-- 30% damage and 20% health
Romans
20% training time reduction and general cool down
20% army size
20% mercenary damage and hit points and -2 trade good for hiring mercenaries (could be -1 then goes up to -2 later age and 2 diamond becomes 1. Have at least one diamond )
legion 30% health and 20% damage
Chinese
+1 defender per wave ( garrisons make 5 defenders a wave over 4 and Colosseum spawns 9 defenders a wave instead of 8) and partisan defender is 9 instead of 8
+2 citizens (+2 more in enlightenment age) the city center's like a house
+3 ambush troops when buildings destroyed (level determined by garrison and stacks with research)
Chu ko nu fire twice as fast and have 30% health
Germans
Rally -5sec and length doubled
Teutonic fury 20%
minuteman effect on rally (move faster, take 50% less damage and deal 50% more damage for rally duration)
Vandal 30% damage and 20% health
British
20% loot bonus
Town centre generates trade goods everyday (increase per age)
Troop army/mercenary army capacity +1.
Long-bowmen +1 range and 20% damage
Japanese
Town center shoot at defenders with a greater damage (treated as defensive building requirement) shoots at air defenders (air defense style) and on ground has catapult damage and redout damage if attackers get close ( the town centre becomes an actual threat instead of a bulky archer tower) The ground damage affected by tower blessing and air damage affected by air superiority blessing.
Defenders have 20% health and damage
Defensive buildings and wonders spawn defenders when destroyed (including town centre 3 for generic buildings, 5 for fort and stronghold and 10 for town centre and wonder ) or +1 range to defensive buildings better?
Bushi have 15% damage and 15% health with double damage to defenders
Koreans
20% looted resources refund
+1 war tactic
20% duration and effectiveness of blessings
Hwarang have 30% damage
French
20% library, uni and blacksmith research time and/or cost
20% coalition effectiveness (applies to coalition troop health and damage) and -2 NTG cost (could be -1 then goes up to -2 later age)
+12 alliance troop capacity
Chevalier 30% health and 20% damage
PS: the forbidden city from my wonder re balance will copy the town centre buffs of the British and Japanese and the defenders that come out the town centre will be your unique troops and they'll be determined by command post level Ie:
British--- 5 long bowmen (upgraded by command post) 6 if its Chinese
French--- 3 chevaliers (upgraded by command post)
German--- 8 vandals (upgraded by command post)
They are all designed to sync with my post on wonder re balances, Tell me what you think of them and any changes you think are appropriate. I made these for my own little re balance without the 2nd re balance in mind, along with the wonder re balance https://forum.nexonm.com/forum/nexon...nder-rebalance
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