These changes apply universally to all factions including Gundabad and Eriador. The main idea of all these changes is to promote a longer early and mid-game with skirmishes and power pushes instead of a rush to end-game upgrades and powers that can wipe out entire armies.
BASIC STATS
- Melee and ranged damage vs. structures is reduced by 25%.
- Camps and outposts now cost 3000 and 1200 respectively.
UPGRADES
- Fire Arrows is no longer an upgrade. It now becomes available to rank 2 archer battalions and functions like a toggle. Toggling to Fire Arrows gives archers +100% damage vs. structures and siege weapons and -50% attack speed (reload time). No bonuses vs. enemy infantry, no bonuses vs. siege rams/Isengard ladders. This immediately makes rams and ladders more useful.
- Heavy Armor now comes with certain downsides. It grants +40% extra armor, but also decreases movement speed and attack speed by 10%. It also removes the ability to stealth in forests for appropriate units. (flavor names: Gundabad: Scavenged Armor, Gondor: Plate Armor, Eriador: Mail Armor, Rohan: Scale Armor, Mordor: Scavenged Armor, Isengard: Thick Armor)
- Forged Blades: Increases unit damage by 25%, but not vs. structures. (flavor names: Gundabad: Fell Blades, Gondor: Numenorean Blades, Eriador: Barrow Blades, Rohan: Gondorian Smithwork, Mordor: Scavenged Blades, Isengard: Cruel Blades)
- New upgrade: Improved Arrowsmithing. Increases archer damage by 25%, but not vs. structures. (flavor names: Gundabad: Fell Arrows, Gondor: Steel-tipped Arrows, Eriador: Steel-core Bows, Rohan: Elven Fletching, Mordor: Barbed Arrows, Isengard: Steel Bolts)
SIEGE
- Decrease ALL siege (ent & troll rock throw, catapult, ballista, slinger) splash damage range by 80%.
- Add an accuracy factor; like archers, siege weapons should be able to miss. Perhaps 50% miss chance for Mordor and Gundabad catapults, 25% for Gondor Trebuchets, 25% for Eriador Catapult, 15% miss chance for Trolls/Ents.