Age 2 Responses to @frogs.poison suggestions:
I could be wrong on my feedback Frogsposion and I'll go through all age 2 advisors next week to give my ideas. Maybe you have good vision in your mind but most of your suggestions are written as 'Is not good, needs buffs compared to something that might not be comparable, here is new number', I'm not really clear on the arguments that back up some of your suggestions, I know that can be a lot of work but is hard to really embrace them without more reasoning. I think to provide convincing arguments to devs we really need to give feedback more in the format of 'This advisor seems to fit this specific use case or gameplay effect, I tried using it on quests X,Y,Z and it didn't seem to help, likely because of reasons A,B,C, maybe change effect D,E to do more of F so that advisor can work in the scenario it seems to fit"
Heron: Cav 50% los/snare resistance
Minos: Inf 50% snare resist and 35% snare
Both fit into allowing you to really go for sniping production in quests, haven't used it much myself because I'm not great at that gameplay, but seems decent with those stats for that gameplay style and complements the age 3 advisors for faster movement. Seem to make sense as is, if your eco management is good enough and you want to strengthen how you attack and dismantle the enemy.
I wouldn't change without feedback from the top players who do the very quick quests, push early and are skilled at sniping enemy production. As these advisors fit into that gameplay, do those players consider these advisors fit for that purpose, would buffs/changes have any impact?
Timon and Gaiana
Ranged 12% cost/train time vs Ranged can attack/see 12% farther
Range distance is usually most desired, but in cases where you already has sufficient distance from gear then cost/time could be nice, seems reasonable choice as they currently are.
Herakleides and Hermolaos
Inf -12cost,traintime and Cav -12% cost,traintime
Seems like decent eco cost reduction and get larger army out bit faster. Not sure its clear that it needs changing.
Eochaid - all units -20% gold and train 5% faster
Seems fairly strong for any gold heavy armies. Would need to run some numbers, but offhand 140pop of berserks costs 12000gold, so 20% saving is 2400 gold each time you replenish your army, seems pretty solid.
Village Elder - For efficient players the
15% train time should be very nice. I tend to float resources and forget to keep my caravan/villager production perfect so I don't think this advisor is good for me, but for players with tight controlled eco it should be strong with its current effect.
Hyginus/Narmer/Connall
Inf 2 regen/Cav 3 regen/Inf+Rng+Cav 1.6 regen
- Don't see why Hyginus should be equal to Narmer, Inf is typically lower health and lower population cost per unit, therefore makes sense that the regen is lower too.
Connall is very nice as is for some minigames like City Defense where you have mix of all 3 unit types, wouldn't like to see that go away. A ranged regen advisor just wouldn't be used, players already don't even put hp gear on rng, wouldn't use regen either.
Persia: Bardiya and Ormazdiyar
They affect different things, so making numbers the same doesn't make them the same.
Bardiya (-40% build time but +15% cost) works for the quick army production push, net neutral should be about right, its all about the change in gameflow as the result.
Ormazdiyar (research -60% time but +12% cost) seems very nice for booming faster.
I'd ask more of the very top persian players if they have used the advisors in these ways and see what they think, too hard to judge without practice with the advisors.
Celts: Cartimandua
- making them health and speed could be cool, but depends on if devs want druids to be used alongside Woad Raiders and Horsemen, could make those compositions too strong, they already work well as is. Druids with Champions is the combo that druids/champions work well in.
Celts: Diviciacus (free deer and cheaper Grove) vs Agape (-75% farm cost)
I'm not sure it is clear that agape is better. In age 2 the gathering rate is the same, age 3,4 farms do pull ahead when you get the tech upgrades, though they have high cost unless you use Irene. One suggestion might be to give Diviciacus the 25% faster gathering from herdables like Shepherd has, though I'm a little worried of players using both to get to 1.9 herdables gathering, perhaps its possible to give Diviciacus just 25% faster gathering from deer? Other suggestion I'd have, for Diviciacus and Shepherd, is to give both say 20-30% herdable conservation, seems weird when both spawn free herdables, but reason is that for both cases the initial supply of herdables spawned can be slow or not keep up with the amount of villagers you want on food, so with conservation you could drop a Cows consumable and have nice initial supply of herdables until the free supply builds up.
Egypt: Userhet
Camel Riders +30% bonus damage vs cavalry and 30% cav armor
- I think the point of this is not to make Camels 'viable' for pve, ie clearing quests, though maybe with some other advisors and specific quests they might be. But the point is for specific quests, or part of quests, where you get hit by a lot of cav, you can turn your camels into Super-Camels! and really wipe out any enemy cav.
https://unitstats.projectceleste.com/?build=56687dd9695c8d235431a6c958ba46a1ba17d001696b673e49740e62 (280dps vs cav

)
Babylon: Berosus the Wise - don't know enough to judge
Britomartus - removing TC build cap (without changing pop caps) is probably more technical dev work than is worthwhile. Existing effects seem fine. Buffs and changes to build limits risks creating a far too powerful advisor that becomes the only Age 2 choice.