Ultimate Balance Overhaul (UBO)

The Ultimate Balance Overhaul, or UBO for short, is a rebalance project that was devised during the S4 World Cup 2021 and announced shortly after that tournament ended. After several years of analyzing the game's mechanics for YouTube, I'm now using the knowledge I've gained to make all four races equal options while retaining and expanding upon their unique characteristics.

The current version is not feature complete, but revises the races' HG starting defaults so that they are more in line with the needs of each race, as is the case in LG and MG, rather than just being copies of the Mayan defaults. Trojan buildings are generally a bit better than in Vanilla. Magic and special units have been rebalanced so that they are now not pointless gimmicks, but parts of sensible strategies. Among other things, this also means that races are no longer so dependent on getting a starting position that is ideal for them, as they now have tools to deal with more adverse conditions.

Feedback is best given via the appropriate channel on my own Discord. Alternatively, it can be given to Phottor, who will help me keep an eye on the new meta and the mood in the community. In all other places, no one can guarantee that your feedback will reach me!

With that in mind, good luck and have fun! UltimateSpinDash (2022)

Starting Specifications

Many Commodities (HG)

"HG undergoes the biggest changes and starting defaults now reflect the specialization of each race." (UltimateSpinDash - 2021)

Shared
  • All races now start with 3 gold ore instead of 2 on HG
Romans
  • Romans keep original tools (3 saws, 8 axes, 5 pickaxes).
Vikings
  • The Vikings lose two pickaxes, get one saw, three axes (5 saws, 12 axes, 3 pickaxes).
  • They also trade eight stones for eight wood and start with five additional wood.
Maya
  • The Mayans lose one axe (3 saws, 5 pickaxes, 7 axes).
Trojans
  • The Trojans lose a pickaxe, gain a saw and one axe (4 saws, 9 axes, 4 pickaxes).
Medium Goods (MG)
  • All races now start with 1 donkey. This is now consistent with scaling of scythes (0 for LG, 1 for MG, 3 for HG).
  • MG starting goods: wood/stone, axes/saws/pickaxes
    • Roman: 27/27 (=54), 5/2/4
    • Viking: 36/18 (=54), 7/3/3 -> 40/14 (=54), 7/3/3
    • Mayan: 20/24 (=44), 5/2/5 -> 14/24 (=38), 4/2/4
    • Troyan: 24/30 (=54), 5/2/4

Building

Building costs are always given as wood/stone.

Shared
  • All large temples now give 10 mana instead of 12.
  • All large temples now cost 3 gold bars instead of 2.
Romans
  • The working radius of the hunter has been increased from 20 to 30.
  • The vineyard's working radius has been increased from 5 to 7, so it should now be easier to find useful growing locations.
  • The small Roman residence now gives 13 settlers and now produces settlers slightly faster.
  • The large Roman residence now gives 60 settlers.
  • The Roman castle can now hold two more swordfighters and one more bowman (6/6 instead of 4/5).
  • The outline of the small temple has been made more precise so that it now no longer blocks some squares that were not actually occupied by the building. As a result, it is also leveled minimally faster.
Viking
  • The small tower now only costs 3/1.
  • The large tower now costs only 7/4.
  • The castle now costs only 12/6.
  • The working radius of the hunter has been increased from 20 to 30.
  • The small residence house of the Vikings now produces the settlers a little faster.
  • The large Viking residence now gives 60 settlers.
  • The Viking castle can now hold two more swordfighters and one more bowman (6/6 instead of 4/5).
  • The large Viking residence now costs 14/10 instead of 15/9 (similar to the Mayans), so it is now more lucrative to demolish.
  • The Viking lookout tower now costs 3/1.
  • The Viking lookout tower now costs 3/1.
  • The Vikings' charcoal kiln produces 6 coal from 6 logs for now.
  • "Currently, I cannot directly change the production ratios. Instead, it's messily solved via the work animation. This means that after the usual six logs, six bags of coal are created. Unfortunately, this also means that any surplus is lost. If you use charcoal burning, have coal stores nearby!" (UltimateSpinDash - 2021)
  • Adjustments to the work times of some buildings:
    • The forester productiondelay reduced from 5 to 3.
    • The waterwork productiondelay reduced from 1 to 0. This should now put it on par with the Romans and Mayans in terms of productivity.
    • The stonecutter productiondelay reduced from 2 to 0.
    • The meadery productiondelay reduced from 2 to 0 (7% faster).
    • The small temple productiondelay reduced from 1 to 0 (3.1% faster).
  • Some blueprints were adjusted to reduce the Vikings' disadvantage in comparison to the other races:
    • Small Tower: blueprints changed to 22DT (digging tiles) 42ST (space tiles) (from 27DT 54ST).
    • Eyecatcher 5: blueprints changed to 24DT 60ST (from 35DT 60ST)
    • Eyecatcher 10: blueprints changed to 31DT 75ST (from 45DT 75ST)
    • Eyecatcher 11: blueprints changed to 17DT 56ST (from 30DT 56ST)
  • Prices of the larger viking eyecatchers are increased to bring their effectiveness closer to the eyecatchers of the other races
    • Eyecatcher05 (Small Garden): 4/2/3 + 2/0/0 -> 6/2/3
    • Eyecatcher08 (Great Warrior): 1/3/3 + 0/1/0 -> 1/4/3
    • Eyecatcher09 (Great Farmer): 1/2/3 + 2/0/0 -> 3/2/3
    • Eyecatcher10 (Park of Peace): 2/3/2 + 0/2/0 -> 2/5/2
    • Eyecatcher11 (Burial Chamber): 3/4/3 + 0/0/1 -> 3/4/4
    • Eyecatcher12 (Fountain): 1/5/2 + 1/1/0 -> 2/6/2
  • Small change in animation for the coal, iron, gold and stone mine -> this gives the Vikings the fastes mines of all four races, contributing to their overall strength but also to the lateotential they are supposed to have. Note that this is an experimental buff with the intention of gaining more founded information on the actual Viking strength, which might be discardeeakened entirely depending on the results.
    • Ingame ticks per [100% mine so far | 100% mine now] and [random mine so far | random mine now].
    • Coal mine: [123 | 115] and [156 | 148].
    • Iron mine: [141 | 123] and [306 | 288].
    • Gold mine: [123 | 115] and [376 | 368].
    • Stone mine: [143 | 125] and [308 | 290].
Maya
  • The hunter's working radius has been increased from 20 to 30.
  • The small Mayan residence house now produces settlers slightly faster.
  • The large Mayan residence now yields 60 settlers.
  • The Mayan castle can now hold two more swordfighters and one more bowman (6/6 instead of 4/5).
  • The Mayan lookout tower now costs 1/3.
  • The Agavefarm now costs 3/4 instead of 3/3.
  • The Weaponsmith now costs 4/8 instead of 3/8.
  • The large tower now no longer blocks space for its entire upper floor, but in a similar frame to its similarly built Viking counterpart. This also decreases the time needed to flatten the ground it's built on.
Trojans
  • The working radius of the hunter has been increased from 20 to 30.
  • The small tower of the Trojans now costs 2/4 instead of 3/3.
  • The Trojans' small residence now gives 11 settlers and now produces settlers slightly faster.
  • The medium Trojan residence now costs 3/6 instead of 3/7.
  • The large Trojan residence now gives 65 settlers.
  • The Trojan castle can now hold two more swordfighters and one more bowman (6/6 instead of 4/5).
  • The large Trojan residence now costs 10/16 instead of 10/14.
  • The Trojans' marketplace now costs 2/2 (like all others).
  • The sulfur mine now costs 4/3.
  • Large temple now costs 5/7/2.
  • Grainfarm now costs 6/2.
  • Goosefarm now costs 6/2.
  • Slaughterhouse now costs 5/2.
  • Waterworkerhut now costs 3/2.
  • The mill now costs 4/1.
  • The bakery now costs 5/2.
  • The goose farm now costs 6/2.
  • The oil press no longer blocks a separate tile away from the building.
  • The sunflowerfarm now costs 5/2.
  • The oil press now costs 5/2.
  • Adjustments to the working hours of some buildings.
Resource/min[T] Trojans[U] Ubo TrojansChange
sawmill2,9753,46316%
grain farm [opt]1,6411,7114%
grain farm [opt]1,761,8415%
mill3,7724,14210%
baker [in]1,9432,13910%
animal breeding [in]2,6062,8339%
animal husbandry [out]1,9552,1259%
butcher [in]4,9715,86818%
waterworks [opt]6,557,22210%
coal mine [in]0,5930,66311%
iron mine [in]0,7040,7365%
gold mine [in]0,720,7686%
sulfur mine [in]0,7040,7355%
stone mine [in]0,6670,77216%
coal mine [out]4,4474,97111%
iron mine [out]2,6412,7615%
gold mine [out]2,0262,1616%
sulfur mine [out]2,6412,7615%
stone mine [out]2,52,89416%
gold smelter1,9842,0413%
iron smelter2,3342,5158%
weapon smithy2,1022,2477%
tool smithy2,4352,6328%
sunflower farm1,3831,383-
oil press3,5653,565-
Small temple4,1424,142-
Ammunition Factory1,9842,0413%
Donkey farm2,3212,321-
#### Builder
Reduces builde slots on buildings with little ressources but many builders. This will prevent builders to run criss cross in the settlement without any purpose, and will give the player more control over his builders.
###### Roman
  • Fisher: 3 instead of 4
  • Storage: 2 instead of 4
  • Iron mine: 2 instead of 3
Wikinger
  • Forester: 2 instead of 4
  • Stonecutter: 3 instead of 4
  • Small tower: 3 instead of 4
  • Coal mine: 2 instead of 3
  • Gold mine: 2 instead of 3
  • Stone mine: 2 instead of 3
Maya
  • Iron mine: 2 instead of 3
  • Sulfur mine: 2 instead of 3
  • Stone mine: 2 instead of 3
Trojaner
  • Gold smelt: 3 instead of 4

Magic

Magic cost is given as starting cost -> final cost.

EcoSpells

"Eco spells should no longer be a gimmick that might be useful in an emergency at best, but should actually affect the way people play and allow for new build strategies." (UltimateSpinDash - 2021)

Romans
  • The Romans' Conversion spell now costs only 2->8 mana instead of 17->68 mana and transforms up to six stacks of goods.
  • Fish wealth now costs only 3-> 12 mana instead of 10 -> 40 mana.
  • Refresh Raw Materials now costs only 10 -> 40 mana instead of 20 -> 80 mana because it must be used proactively. It is also now more reliable with an effect strength of 90, instead of between 40 and 60 previously.
Vikings
  • The Viking conversion spell now costs only 6 -> 24 mana and transforms up to four stacks of goods. Mana here is meant more as a secondary charge, the main limit should be the commodity that is converted.
  • Wild wealth now spawns between 20-20 wild animals instead of 4-8.
  • The Viking shortcut spell now has a radius of 12 squares instead of 8 to remove deserts more reliably.
Maya
  • The Mayan conversion spell now costs 12 -> 48 mana instead of 20 -> 80 mana and transforms two stacks of goods.
  • Fertility now costs only 1 -> 4 mana.
  • Mayan fertility spell now instant grows all plants within 30 hexes (roughly equivalent to a hunter's workspace).
  • Stone Curse now only costs 9 -> 36 mana instead of 15 -> 60 mana, allowing a temple rush on maps with little stone. Also, it should now reliably generate 6 stone chunks as long as there are no obstacles.
  • Mayan shortcut spell now only costs 9 -> 36 mana instead of 10 -> 40 mana.
Trojans
  • The delicious food spell now costs 23 mana instead of 20 mana.
  • The Trojan's conversion spell now costs only 10 -> 40 mana and transforms up to four stacks of goods. Mana here is meant more as a secondary charge, the main limit should be the commodity that is transformed.
  • The Trojan shortcut spell is now 8 -> 32 mana instead of 10 -> 40 mana.
  • Oracle of Delphi now costs only 10 -> 40 mana instead of 20 -> 80 mana.
Battle Magic

"Battle magic is very difficult to put into numbers - here I expect to have to readjust as soon as a new meta has emerged. Some spells are also quite strong in their own right, but no single spell is really worth building an entire industry around. Especially since the game penalizes the focus on one spell by its increasing cost (how far this increase should go, I'm also currently reconsidering). One principle: buffs on own / allied soldiers should last a long time, de1buffs on enemy soldiers, if changed, should cost rather less, otherwise counterplay (killing priests) is hardly possible." (UltimateSpinDash - 2021)

Romans
  • Romans' Shield spell now lasts 35 seconds instead of 10, affects up to 15 targets instead of 10, and now shares the casting radius of Bloodlust.
  • Jupiter's Lightning now affects up to 15 targets instead of 10.
  • Convert Barbarians now affects 7 targets instead of 5, costs 30 -> 120 mana instead of 40 -> 160 mana, and now has casting radius 8 instead of 4.
  • Romans' Gift of god spell now only costs 10 -> 40 mana instead of 12 -> 48 mana.
Vikings
  • Viking Bloodlust now lasts 45 instead of 15 seconds and affects up to 40 targets instead of 10-15 within the radius of 20 tiles. Note that this spell affects all units except archers!
  • Fear spell now lasts five seconds longer (20 seconds instead of 15 seconds)
  • Frost spell now lasts three seconds longer (10 seconds instead of 7 seconds)
  • Thor's Hammer now costs only 20 -> 80 mana instead of 35 -> 140 mana.
Maya
  • The Mayan butterfly spell now only hits 9 instead of 10 units.
  • Mayan teleport spell now costs 18->72 instead of 20 -> 80 , now only affects up to 9 targets instead of 20 within the extended radius of 18 instead of 10 tiles around the priest.
  • The Mayan promotion spell now affects 12 targets instead of 10 at a cost of 20 -> 80 instead of 30 -> 120 within 15 tiles.
  • The Mayan Gift of god spell now only costs 9 -> 36 mana instead of 10 -> 40 mana.
Trojan
  • Delicious food spell now costs 23->92 instead of 20->80.
  • Make Peace now costs 25->100 mana and hits 9 instead of 5 targets.
  • Gate of Fear could be changed in a variety of ways. We chose to reduce it's cost to 8 -> 32 mana and it's duration has been increased to 64 seconds. Note: Duration must be a number divisible by 8 for script compatibility.
  • Attack from Nowhere now costs only 15 -> 60 mana instead of 30 -> 120 mana and now affects up to 20 soldiers.
  • The Troyan Gift of god spell now only costs 9 -> 36 mana instead of 10 -> 40 mana.

Units

"Medics should now be able to achieve noticeably better results when healing. Axe fighters are now comparable to sword fighters, with lower DPS but more HP. Blowgunwarriors are better archers but with a very short range, so they are not recommended as a counter to archers, but they are quite usable against melee units." (Phottor - 2021)

Special units

The special units already have some peculiarities in the original: Medics and axemen hit half as fast as swordsmen, axemen can also fight from second row and blowpipes shoot about 25% slower than archers.

Shared
Swordsman T1StandardUBOChange
Life (HP)100100100%
Damage (DMG)1010100%
Swordsman T2StandardUBOChange
Life (HP)150180120%
Damage (DMG)141393%
Swordsman T3StandardUBOChange
Life (HP)210210100%
Damage (DMG)2020100%
Bowman T1StandardUBOChange
Life (HP)7575100%
Damage (DMG)44100%
Bowman T2StandardUBOChange
Life (HP)120140117%
Damage (DMG)6583%
Bowman T3StandardUBOChange
Life (HP)160160100%
Damage (DMG)88100%
Romans
Medic T1StandardUBOChange
Life (HP)755067%
Damage (DMG)410150%
Healing (HEAL)34133%
Medic T2StandardUBOChange
Life (HP)1207562%
Damage (DMG)514180%
Healing (HEAL)49225%
Medic T3StandardUBOChange
Life (HP)18510054%
Damage (DMG)620233%
Healing (HEAL)513260%
Viking
Axe Fighter T1StandardUBOChange
Life (HP)75100133%
Damage (DMG)2424100%
Axe Fighter T2StandardUBOChange
Life (HP)120220183%
Damage (DMG)282486%
Axe Fighter T3StandardUBOChange
Life (HP)175255145%
Damage (DMG)3236113%
Maya
Blowgunner T1StandardUBOChange
Life (HP)85100117%
Damage (DMG)36100%
Blowgunner T2StandardUBOChange
Life (HP)125180144%
Damage (DMG)410250%
Blowgunner T3StandardUBOChange
Life (HP)190210110%
Damage (DMG)516320%
Troya
Backpackcatapultist T1StandardUBOChange
Life (HP)3030100%
Damage (DMG)8675%
Backpackcatapultist T2StandardUBOChange
Life (HP)403588%
Damage (DMG)1113118%
Backpackcatapultist T3StandardUBOChange
Life (HP)4570156%
Damage (DMG)1313100%

Ships

Ferry

Increases capacity to 30 units.