Hello guys,
This is basically version 2.0, much of the Ideas you can see here a different to the ones before, especially for the Wonders. I now also wrote down the reasoning for the card changes so it may be simpler to follow my reasoning of why and what.
At last, again many thanks to UpmostRook, that guy genuinly just had good ideas, and much of what you see here was proposed by him at some point. I just want to post this all together to hear your thoughts on it.
1) Proposed Card Reworks for China
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Rename & Adjust “Standard Army HP” → “Mandarin Duck Formation”

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Effect: Grants +20% HP specifically to Chu Ko Nu and Qiang Pikemen (the units in the Old Han Army).
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Reasoning: Supposed to push this card more into a xbow + pike upgrade than its current variant. Also if China is to get Cavalry Cuirass as an upgrade the Steppe Riders would get more HP again and I want to avoid making them to stat heavy - they already only get 40% more stats from the imperial upgrade for that reason.
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Rework “Old Dynasty Reforms” → “Tunlian System”

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Effect: Reduces cost & train time by -33% of the Old Han Army (Chu Ko Nu & Qiang Pikeman)
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Reasoning: It’s current version is good as it fixes Chinas anti cav problem, however in no competitive match are you easily allowed to use Chu Ko Nu instead of the Arquebusier. Because Chu Ko Nu, not only have 4 range less, but also suffer from the fact that they shoot in a triple volley, so kiting with them effectively is harder by design, also you always use Arquebusier in Age III so transitioning back to Chu Ko Nu is often not even that possible (obvious exception are bigger teamgames where you can greed more but the point stands).
Basically by pushing the Crossbow Pike combination into a cheaper angle like it is with some european Civs would open more possible strategies in Age IV
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Rework “Manchu Combat” → “Eight Banners Army”

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Cost: ~350 Coin
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Effect: Grants +15% HP and +15% Attack specifically to Arquebusiers, Changdao Swordsmen, and Meteor Hammers.
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Additional Effect: Now also gives your Steppe Riders & Keshiks +50% HP & Attack, but +25% cost.
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Reasoning: The Aim is to give China a real anti cav option in Age IV you can always have in your deck no matter the mode. Transitioning into Age IV you usually always have Arquebusiers and Changdao, so putting the Keshik upgrade into the same one, while unusual it’s only real way to avoid card clustering in Age IV
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Expand “Western Reforms” Card

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New Effect: Grants +5% HP and Attack to all units (down from 8%) and enables you to train an Arsenal Wagon at the Town Center with access to certain European Arsenal upgrades:
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Infantry: Infantry Breastplate, Flintlock, Paper Cartridges, Military Drummers
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Cavalry: Cavalry Cuirass, Ranged Cavalry Caracole
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Artillery: Gunner’s Quadrant, Heated Shot, Professional Gunners
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Reasoning: Similar to Russia, China has weak units and it just needs these Arsenal Upgrades as they are simple but effective stat upgrades that cover all units (especially Keshiks)
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Rename “Mandarin Duck Squad” → “Southern Garrison”

- Change: Renames the card to better align it with the Chu Ko Nu + Flamethrower combination,
- Reasoning: Frees up the name “Mandarin Duck Squad” for the mentioned Card above.
2) Monastery split
The current Asian Monastery tries to fulfill two conflicting roles: a religious + utility building (Monastery) and an outlaw/mercenary tavern (Saloon/Teahouse). This design relies on outdated tropes and lazy research
Proposal: Split the current Monastery into two distinct buildings:
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(a real) Monastery as a true religious/support building for priest equivalent units and utility upgrades. The upgrades should be the same as the european ones just some name changes would be needed like the upgrade Gas Lighting → Signal Lanterns
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Teahouse (or Sarai for India) would be the Saloon equivalent dedicated solely to mercenaries and outlaws like it is with the european civs.
The monastery change could then open up Unique Church cards that represent some major historical policy shifts or historical events that happened i.e.:
- for China - Imperial Decrees
- for India - Royal Farman
- for Japan - Shogunate Edicts
3) Explorer Rework:
Currently, the Asian civilizations rely on Monks as their primary Explorers. We all know the current warrior monks are just fantasy land and rely on some tropes so I gathered past Ideas for what they could be changed into:
China
- The Caravan Leader
Replaces the Shaolin Monk with a Caravan Leader—he would be a sword-bearing commander representing the typical trade protection, regional expansion, and frontier security.
His HP and Attack scaling would be worse, but he could keep all his other active abilites like the stun, and he could still be able to train shock infantry:
- Disciples → Caravan Guards (similar in stats, but adjusted due to the removal of the RNG critical hits and conversion mechanics for a more consistent combat role, same for the Caravan Leader)
Japan
- Tanken-ka [探検家]
which is literally just japanese for “Explorer”, you still could have two of them doing the stuff the current ones do. Just without the monk thing added to it. They would retain the ability to build shrines and the smoke ability.
India
- Subahdar
A Subahdar would fit alright, India would only have one Explorer, but he could ride a camel or horse to offset that its only one. Historically they were a mix of Governor/General, and would ride at the front of the expeditionary force, with full authority from the court.
Chinese Wonders
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White Pagoda → Merchant Guild
- Age-Up Bonus: Spawns Coin Crates (scaling with Age)
- Passive Base Effect: Grants a flat trickle of 0.7XP per second (doesn’t scale with Age)
- Gives 3 technologies:
- Caravan Veteran Guard (Age II): 200f, 200c, 20% more Attack dmg and HP for the Caravan Leader and the Guards
- Guild Retainers (Age II): 150f, 150c, increases the train limit of the Guards from 5 → 10
- Express Permits (Age III) 100f, 100w, decreases the arrival time of homecity shipments by 25%
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Summer Palace → Imperial Banner Garrison
- keep it’s current function and Age-Up bonus, just reskin, potentially a tech in Age IV which gives a small speed up in the automatic production
- Confucian Academy → Rocket Manufactory
- keeps it’s current function and Age-Up bonus (just Age II gives you 3 Arquebusiers instead of Cho Ko Nu). Again mostly reskin
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Temple of Heaven → Communal Shrine (Shemiao)
- keeps its current function and Age-Up bonus, just reskin
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Porcelain Tower → Gongfang (craft workshop)
- keeps its current function, removes howerver the option to produce all ressources together and instead gives the option to produce export only so → food/wood/coin/export
Japanese Wonders
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Great Buddha → Kabuki Theatre
- keeps the informers ability however, Age-Up bonus gives coin crates (scaling with Age) and allows mercenaries and outlaws to be trained, with Ninja always included in the roster
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Golden Pavilion → Blacksmith
- keeps its current function and Age-Up bonus, just reskin
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Shogunate → Tenshu
- keeps its current function and Age-Up bonus, reskin more into a Keep, also giving it the defense option like an outpost, or like the current Agra fort
- Torii Gates → Jinja (Shinto Shrine)
- keeps its current function and Age-Up bonus, just reskin
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Toshogu Shrine → Taisha
- keeps its current function and Age-Up bonus, just reskin
Indian Wonders
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Agra Fort → Qila
- keeps its current function and Age-Up bonus, no reskin needed
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Charminar Gate → Imperial Camp
- keeps its current function and Age-Up bonus, just reskin
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Karni Mata → Bazaar
- keeps its current function. Will now also function as a Market, so the Age-Up bonus stays the same, just 100w less + reskin of the building
- Taj Mahal → Royal Garden
- keeps its current function and Age-Up bonus, just reskin
- Tower of Victory (name stays as it’s already generic enough)
- keeps its current function and Age-Up bonus, just reskin a bit
I deleted the Ideas for the Consulate changes, as most people were against them and tbf it’s not as necessary imo.

