It’s been a while since I’ve done one of these. By each civ, I have put an emoji saying whether I consider the changes to be a net buff, a net nerf, or just a change. Each change also has what I primarily consider it to be. Also bear in mind that a lot of the UT changes are just suggestions or ideas, I’m welcome to anything else. Make sure you take the UT suggestions with a grain of salt, most of them are based on a 5-10 minute google search about the civ, and then trying to turn that into a tech. I’ve added a by suggestions that are just general ideas, and not necessarily actual balance changes suggestions. Here goes.
Berbers:
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Lose access to Genitour. It’s a unit that doesn’t fit with them, both from a historical standpoint, and from a gameplay standpoint. They never really use it, no-one in their team really uses it, it just doesn’t really ever see any use. Sometimes it does, but it’s so rare it should be removed from the Berbers.
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Kasbah becomes the new team bonus. It may need a nerf to a 20% buff to team castles, because it is no longer locked behind a tech.
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Possible new castle age tech: Rashidun Cavalry: Costs 350F, 300G, takes 50 seconds to research. Whenever cavalry units have less than 50% HP they move 7% faster. They would likely have to function as their own group, so they never slow to the pace of slower units while under half HP. They could even function as individual units, even when selected, to allow smoother disengagements. This allows cavalry to quickly disengage if required. Most cavalry have a base speed of 1.45 tiles per second, this increases it to 1.5515 per second, allowing Berber cavalry to escape. This makes sense in terms of how fast and maneuverable Berber cavalry armies were, and synergies pretty well with Magrebhi camels, because camel troops can escape, heal, and come back into combat.
Bohemians:
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Only the Feudal Age mining techs are free, having the castle age techs as well is too strong.
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Spearmen do 15% bonus damage. Right now, their army comp is too strong in the lategame, with cavalry being very ineffective. This should keep the bonus somewhat, but in a more balanced form.
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Monasteries cost -50 wood. Now, instead of buying 4 monasteries for 300 wood, they have to spend 500 wood, which is a significant difference, but still lets them do the 4 monastery play, just not as fast.
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Hussite Reforms lets you train monks for either food or gold. Right now, most people who are using monks have their economy geared towards gold, and the other players won’t use monks enough to justify the cost.
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Hussite Reforms food cost decreases from 800 to 600, making it more accessible to the players using monks.
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Hussite Reforms lets monks always heal an extra unit passively at 50% standard healing rate. This lets them heal two units at once, or heal and convert at the same time. This is just a little nudge to make Hussite Reforms more viable for more people.
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Hussite Wagon now resets its attack after 10 seconds, so that you don’t have to start a fight with the minor projectiles.
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Hussite Wagon loses the Hussite Wagon armor class, and gains the regular building armor class. This makes more units viable again it, evening the playing field a bit.
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Hussite Wagon HP decreased from 200 to 170, Elite Wagon from 250 to 220. This just makes them die sooner, and decreases the need to have mangonels as a counter.
Britons:
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Britons no longer get +1 range in Castle Age for free, the Imp range stays. This means they no longer outrange mangonels, and is meant to encourage using Longbows.
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Longbowmen (Both Versions), get +1 range, to encourage use over normal archer line.
- Yeomen no longer gives +2 attack to towers. This bonus makes no sense, and is almost never used.
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Yeomen now also trains Longbowmen 15% faster, changing the training time from 18 seconds to just over 15 seconds. This is all about pushing Britons towards Longbows, by making it easier to tech into.
Bulgarians:
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Kreposts can now research Elite Konnik, and possible the Unique Techs as well. This makes Krepost play more viable, because a castle is no longer a must to get all the upgrades.
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Dismounted Konnik now has an attack speed of 1.9, closer to a mounted version with stirrups. It’s just really weak, like sure, it’s a distraction, but it typically dies really fast and hits too slow to deal much damage. For reference it currently has a reload speed of 2.4.
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Dismounted Konniks have a recharge bar, that can only be increased while garrisoned in a Krepost or Castle. When the recharge bar reaches full charge, the dismounted Konnik turns back into a mounted version. Not sure how long the recharge would take.
Burgundians:
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Flemish Revolution removed.
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Flemish Militia can be trained from TCs now, without the tech.
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Flemish Militia can be trained in Castle Age, and upgrade for free upon reaching Imp. Castle Age Flemish Militia have 65 HP, 9 Melee Attack, 1 Melee Armor (No change), 1 Pierce Armor (No change), 5 line of sight, and half the bonus damage in each category that the Imp Version has.
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Flemish Revolution possibly replaced with Shock Cavalry Training: Costs 900F, 700G, 40 Seconds research time. Coustillier’s recharge their attack 10 seconds faster, 30 seconds instead of 40.
Burmese:
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Cavalry now get +1/+3/+5 attack against archers in Feudal/Castle/Imperial. The current UT just doesn’t solve their issues with archers, it requires a castle, and comes in way too late.
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Manipur Cavalry and Howdah are swapped. The current order makes absolutely no sense, because Elephants aren’t very viable in Castle Age usually.
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Manipur Cavalry now reverts to the old effect somewhat: Cavalry and Arambai get +3 attack against buildings, Elephants get +5. This gives Burmese cavalry more of an identity as a base pushing force, meaning they need less/no siege.
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Manipur Cavalry cost decreased from 650F 400G to 550F, 350G, to make it more accessible earlier, if people want to use it to push the enemy base.
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Arambai are now affected by Parthian tactics, making them better, because they are currently too weak.
Celts:
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Stronghold possibly replaced with Schiltron: Costs 450F, 300G, 50 seconds to research: Schiltron gives spear line +2 attack, and +1 pierce armor. This is aimed at encouraging Pike Siege pushes, which are already decent with Celts, but less so with the current Arabia. It also encourages straight Pike Siege, rather than mixing in other units. It also serves to remove Stronghold, which is probably most important, because the tech is almost useless usually.
Chinese:
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Now only start with +2 villagers, but -150 food. This should keep their eco relatively strong, but serve in particular to bridge the massive skill gap required to play them by making the start a bit more manageable.
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Chu Ko Nu now cost 40G instead of 35G. They are currently too cheap for how good they are. It’s good they are cheaper than Archers, because we want people to use more Unique Units to increase gameplay diversity, but they shouldn’t be too easy to mass up.
Cumans:
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Stables and Archery Ranges now cost -50W, instead of -75. They are too easy to spam down otherwise.
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Feudal Ram removed, but Capped Ram given for free in Castle Age. The Feudal Ram push is too hard to play, and isn’t anywhere near as good as the 2nd TC typically. Free Capped ram in Castle would more useful. To make Feudal rams, you need a blacksmith, then a siege workshop, as well as another military building to give support, which means you definitely need a barracks. It just isn’t very effective in Feudal.
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Cuman Mercenaries changed. Cumans and all their Allies can now create Mercenary Kipchaks at the Archery range. Cuman Mercenaries can only be trained if the player training them currently owns less than 20 Cuman Mercenaries. They are not affected by blacksmith or stable technologies, but they are affected by bonuses and unique techs. Cuman Mercenaries cost 55W, 45G, take 15 seconds to train have 70 HP, fire 4 arrows, main arrow dealing 8 pierce damage and the secondary arrows dealing 0 melee damage. They have a rate of fire of 1.9, a frame delay of 0.6, 7 range, 100% accuracy, a projectile speed of 7, 4 melee armor, 5 pierce armor, 1.5 speed, and 7 tiles line of sight. Their stats are typically better than an Elite Kipchak, but they are a lot more expensive, are limited to 20 at once, and aren’t affected by blacksmith or stable upgrades. They effectively have all of those upgrades already though. Also not affected by archery range upgrades or chemistry. Affected by ballistics though. This unit is aimed at making Cuman Mercenaries more viable, without being overwhelming, and hopefully still being good.
Ethiopians:
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Tower max line of sight for everyone increased by 5, because right now it actually has a limit that invalidates the Ethiopian team bonus when towers are pretty much fully upgraded. This is basically a bug fix or fixing an oversight.
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Royal Heirs possibly decreases the Shotel Warrior gold cost by 5 as well, to make it easier to spam for longer.
Franks:
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Castles now cost -20% stone, so they can’t be spammed everywhere as easily.
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Cavalry gets +10% HP in Feudal, +20% in Castle and Imp. This nerfs their scout rush, letting other civs better keep up in the early game, while still keeping Frankish Knights about the same.
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Foragers work 10% faster instead of 15%, knocking down their early eco slightly. I’m fine with this not happening if the chivalry nerf happens.=
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Chivalry now lets the Knight Line heal slowly and returns 33% of their gold cost when they die. This completely removes the knight spam mechanic, but means they need less knights because they last longer.
Goths:
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Hunters no longer carry extra food.
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Hunter automatically drop off food within 20 tiles of the player TCs. This will hopefully not let them lame too badly, but they now have a better eco bonus, because hunt is wasted less, and is more user friendly. This is effectively the Khmer bonus for hunt, but if we had it too much like the Khmer bonus, the Goths will just go forward and lame, and this a compromise trying to prevent that.
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Possibly gains Plate Barding Armor, letting them do more than just Infantry in the lategame.
Huns:
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Both versions of Tarkan’s get +2 attack against regular buildings, making them more effective at destroying bases.
Incas:
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Team bonus changed to give each team member a Llama. Possibly gives the Incan player two Llamas.
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All melee units now get +3 Pierce armor while standing on an Incan farm. Makes their defense better, makes them harder to raid with archers, and reflects the tiered farming they used.
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Andean Sling possibly replaced with El Dorado: El Dorado costs 400F, 700G, and takes 50 seconds to research. Yes, I know it’s a Mayan UT, but that should be renamed, because El Dorado is based on South America. El Dorado makes Eagles cost 30% less gold. By reducing the gold cost by 15, Incan Eagles now become better in comparison to Aztec and Mayan eagles. If you look at Mayans and Aztecs, they both have better Eagles than Incas, as well a gold related bonus (Longer lasting res, 50 extra gold and relics generating faster), so I think it’s fair that Incas get a straight discount.
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The El Dorado change above may need the unique tech order to be swapped.
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Elite Slinger Added. Elite Slinger costs 800F, 500W, and takes 30 seconds to research. Elite Slingers have 50 HP, and 6 attack. Their projectile speed increases from 5.5 to 6, and their minimum range is removed. They have 1 pierce armor, all other stats are the same as regular slinger. This is just to add a tech that feels like it’s missing.
Indians:
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Imperial Camel attack changes to 11, making it more on par with the Paladin.
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Camel Units get +2 attack vs buildings, keeping the current team bonus, but making it only Indian specific.
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Team bonus changed to give stable units +1 pierce armor in Imperial Age.
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Battle Elephants added, to make it more historical, and more interesting as a civ that has camels, elephants and hussars, but no knight line.
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Shatagni increases hand cannon accuracy by 10%, in order to try and negate the accuracy nerf that the +1 range actually gives.
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Elite Elephant archer gets 5 range, Elephant archer cost decreased from 70G to 65G. Elephant archer HP decreased from 280 to 250, Elite decreased from 330 to 300. This is trying to make Elephant archers more viable overall, but less overbearing if you can get the mass.
Italians:
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University and Archery Range techs are 33% cheaper, dock techs are 15% cheaper. This is just extending the discount bonus to their primary military building, making their military easier to upgrade.
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Fishing ship discount decreased from 15% to 10% to make it less strong on water maps.
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Condottiero available in Castle Age with a free upgrade in Imp. This is because Pavisse currently affects a unit that doesn’t even exist in Castle Age. Castle Age Condos have 60 HP, 9 Melee attack, 0 armor, and 5 tile line of sight. All other stats are the same as the Imperial Age version.
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Condottiero are still pretty bad against gunpowder units, because although they negate bonus damage, they still take massive regular damage. As a solution, the damage they receive could be reduced by however much damage gunpowder they negate, making them a more viable counter against gunpowder.
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Elite Genoese Crossbow have all of their bonus damage levels reduced by 1, but get +1 attack, making the upgrade a bit more worthwhile. Upgrade gold cost decreased from 750 to 600 to make it more reasonable for the benefits.
Magyars:
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Food no longer rots. This will hopefully be a small eco boost required to make them a better civ, because they already have a really strong lategame, they just have to reach it.
Mayans:
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Longer lasting resources decreased to 10%, it’s too strong right now.
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Archer line discount changed to become 10%/15%/20% in Feudal/Castle/Imperial, instead of 10%/20%/30%. Mayan archers are too strong and cheap, so this addresses that in the later game.
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El Dorado renamed to Cotton Armor. Cotton Armor historically makes a lot more sense as a name, especially with the effect, and it lets Incas have El Dorado.
Mongols:
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Nomads instantly unlocks max pop, like the Huns bonus. It’s next to useless currently.
Persians:
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Mahouts now affects War Elephants by default.
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Mahouts possibly replaced with Immortals: Immortals costs 1000F, 800G, and 70 takes seconds to research. Whenever a non-hussar cavalry unit dies, each other cavalry unit within 1 tile gets +1/+1 armor and +1 attack. This boost does not stack, but cannot be removed. This reflects how whenever one of the Persian elite soldiers died, another would take their armor and their place pretty much immediately.
Poles:
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Folwark range increased by 1 tile. Although you can now fit 12 farms in here, the collection rate will likely be reduced, because they have to be by the edge of the area.
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Folwark collection rate changes from 10% food to 5% food. This is needed to help balance out the change about. Although you can now fit 50% more farms in, you can only collect 75% of what you could before, and that’s assuming you put all 12 in. By reducing the rate of fast food, they become weaker at booming, but it becomes easier to use the bonus in more stressful open maps where you only have a few seconds to place farms.
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Folwark now lets you garrison 5 villagers. To accompany the nerfs to collection rate, we can now protect 5 villagers. 5 makes sense for a few reasons. First, the Folwark provides 5 pop space, so that’s logical. Second, on an open map, it means you won’t lose all the villagers, but you will probably still lose several, because it’s a prime raiding target, with lots of villagers if you are trying to make the most of the bonus, but while 5 of them can be saved, the rest are all at risk. This will make raiding berries harder in the early game, but the changes are more aimed at hitting the mid/lategame.
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Szlachta Privileges gives now only gives a 40% discount. This change is aimed at reducing the ridiculous knight spam, yet still giving a discount. It will hopefully also promote Obuch play again, because otherwise Obuch is a lot less common than the knight spam.
Portuguese:
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Team bonus is now Outposts cost no stone. This fits with the exploration theme, and is a lot more useful in 1v1s than the current bonus. It also promotes use of an underused building.
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Techs now researched 50% faster. The 30% currently is very bland, and doesn’t really give much of a benefit in terms of timing.
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Gains Genitour as a regional unit, because it historically makes sense, and can be better used than with the Berbers. May need stat changes.
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Feitoria needs a change, but I don’t currently have any ideas.
Saracens:
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Mameluke gold cost decreased from 85 to 80, or even 75. It’s a great unit, but there isn’t much point of a great unit if it never sees use. I can’t even remember seeing it used in team games, although I don’t play too many of those, so I could be wrong about that.
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Madrasah is really bad, you don’t want your monks to die. It now gives you 15 gold per conversion, making monk play more viable.
Sicilians:
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Castles are only built 50% faster, 100% is ridiculous, but much lower and it’s too close to Spanish.
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Cavalry no longer get the 50% bonus damage reduction. It’s just too strong, and means Sicilians will basically only play cav. This also means we can probably keep Hauberk the way it is, because the biggest problem is how it interacts with the bonus damage.
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Serjeants can now also construct siege weapons starting in Castle Age. It requires a blacksmith, but not a siege workshop. This makes Serjeants more unique, and more interesting as a unit.
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Serjeants now cost 25 gold instead of 35. Their cost is way too high for what they are, especially considering Obuch, a really good infantry UU only costs 20G. The high food cost is also a limiting factor to Serjeant spam in Feudal Age, because it interferes with making villagers.
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Serjeants now fire arrows when garrisoned in Donjons, promoting the Donjon rush or just general Donjon play. They would fire less arrows than villagers though.
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First Crusade is possibly changed so that now Serjeants can construct any buildings, in addition to what they already have. They build at 33% of the rate of a villager though. The conversion resistance is kept. Just tossing this idea out there.
Slavs:
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Druzhina now costs 1100F 400G instead of 1200F 500G. It’s too expensive, considering you want to be spamming infantry at the same time. I’m fine if this doesn’t happen though.
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Orthodoxy now means that whenever monks are converting a unit or healing, they get +5/+5 armor. Units being healed get +3/+3 armor while they are being healed. The tech is pretty bad right now, this is aimed at making it a bit better.
Spanish:
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No gold blacksmith techs extended to bloodlines and the university techs. The bonus is good, but this would hopefully make it a bit better. It could also be extended to Arson and Supplies.
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Missionaries can now pick up relics. They are a weak unit, but by doing this, they can now be used to grab relics quickly.
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Gains Genitour as a regional unit, because it historically makes sense, and can be better used than with Berbers. May need stat changes.
Tatars:
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Flaming Camels can be made in Imperial Age without needing Timurid Siegecraft. It probably won’t make them better, but at least they aren’t locked behind an expensive tech anymore.
Turks:
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Steppe Lancers added to tech tree and the scout line bonuses are extended to it. I’m not sure about the upgrade being free, but it could be an option. This reflects their Steppe Ancestry, and possibly opens up some new options.
Vietnamese:
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Team bonus changed to enemy positions revealed at game start.
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Imperial Skirmisher becomes a unique unit bonus only for the Vietnamese.
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Paper Money possibly changed so that team lumberjacks now generate gold at a rate of 0.005 per second. For perspective, Burgundian Vineyards makes farmers generate gold at 0.017 per second. The cost can be changed from 500F 300W to 800F 600G to balance this more. Just an interesting idea I had.
Vikings:
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Wheelbarrow and Handcart no longer free, but research twice as fast, and cost only 50% of their usual cost.
Battle Elephants:
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Battle Elephants (Both Versions) have their blast radius increased to 0.5 tiles instead of 0.4, making them better in lower numbers.
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Battle Elephants get a new armor class, so that they don’t receive the same amount of bonus damage as war elephants do. They probably take about half as much bonus damage in this class as they do in the war elephant one, but the numbers could vary.
Steppe Lancers:
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Elite Upgrade cost reduced from 900F 550G to 750F 450G. It’s just too expensive for an underused unit.
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Steppe Lancers possibly get an attack bonus against civilian units, to make them even better raiders.
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OR
Steppe Lancers possibly get a low attack bonus against siege units, making them siege snipers. Definitely a lot worse than Magyar Huszars though.
I think that’s all. Congrats if you read it all, tell me what you think below.