It is so hard to make a post where people agree with more than 1 suggestion when it comes to balance changes. I’ll try anyway. I’ve put this icon beside any ideas for new techs, I’m welcome to suggestions, these are just my ideas, because I think the tech being replaced needs a change.
Berbers:
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Kasbah Removed, possibly replaced by Rashidun Cavalry. This tech costs 400F 300G, takes 40 seconds to research, and makes all cavalry units move 5% faster, and reduces the food cost of all stable units by 10. This means that the eventual speed will be the same as the Cumans, but they also pay to reduce the long term food cost for their army. This reflects how the Rashidun army was well provisioned, and was famous for rapidly repositioning on the field of battle, letting them win many decisive engagements. The effect is just an idea, I needed something reasonable to replace Kasbah.
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Team bonus replaced with Team Castles Work 15% faster. The tech Kasbah makes more sense as a team bonus, but as it is no longer locked behind a castle and resources, it would need a nerf.
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Lose access to Genitour. I don’t mind if they keep it as a regional archery range unit, but it needs to no longer be the team bonus. I also want to change the stats and give it to a few other civs, hence the idea to remove it from Berbers.
Bohemians:
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Monasteries, Blacksmiths, and Universities cost -50 wood. This won’t have too much of an impact on the Blacksmiths and Universities, because you usually only build 1 per game, but it hits the oppressive 4 Monastery Bohemians monk rush on maps like Arena, by making the 4 Monasteries slower to get down.
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Only Feudal Age mining techs are free. Having the Castle Age techs makes it too easy for them to do monk rush or Castle drops on maps like Arena, and they aren’t as useful on open maps, so it isn’t too bad a nerf there. I don’t want to make it all gold techs free or all stone techs free, because that still keeps at least 1 of the two strategies too strong, as well as possibly overnerfing the other.
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Siege Engineers removed. This is to hit their lategame, where the Houfnice, if microed well, is impossible to kill with regular bombard cannons. Houfnice itself basically functions as a sort of Siege Engineers anyway.
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Hussite Wagon loses the Hussite Wagon armor class, but gains the basic building class. This change means that to counter a Hussite Wagon spam on more closed maps, there will be more options than just Mangonels + Redemption Monks. Knights can also work, but Bohemians have really good spears.
Britons:
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The +1 range for archers in Imperial Age is removed. This is designed to push the player towards Longbowmen as a lategame comp, while still giving the Castle Age powerspike.
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Elite Longbowmen get +1 range, so they aren’t impacted by the nerf above.
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Yeomen changes from foot archers get +1 range, towers get +2 attack, to foot archers get +1 range, Longbowmen train 15% faster. The tower attack upgrade is next to useless, so this tech helps people tech into Longbows faster. Most of the time, Crossbow play in Castle will still be the most common thing, but at least now, Castle into Longbows is more viable, and the transition from Arbs into Longbows or Crossbows into Longbows is easier.
Burgundians:
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Flemish Revolution removed, possible replacement could be Shock Cavalry. Shock Cavalry costs 1100F 800G and takes 30 seconds to research, with a possible effect being that whenever Coustillier does their special attack, they also do the bonus damage as a regular attack damage to all other units in a 0.5 tile radius, meaning it deals the damage, but it can be negated by armor. This is like a Logistica effect, with more damage, but only when it does the attack burst. This is just the best idea that I could come up with, because FR needs a change.
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Flemish Militia can be trained at TCs in Imperial Age. They are otherwise the same as currently.
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Coustillier attack recharge time decreases from 40 seconds to 20 seconds, but the bonus damage changes from +25/+30 for normal/elite to +15/+20 for normal/elite. The faster recharge time makes the unit less micro intensive and easier to use, but it is harder to rapidly snipe units, or quickly overwhelm certain units.
Burmese:
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Order of Manipur Cavalry and Howdah is swapped, because Elephants are more of an Imp unit, and Burmese have their archer problems earlier.
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Manipur Cavalry cost decreased from 650F 400G to 550F 350G, because it has to be accessible in Castle Age, considering it already takes a Castle. Research time also decreased from 40 seconds to 30 seconds, because it needs to come in sooner as well to have an effect in time.
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Old Manipur Cav effect reintroduced partially. New civ bonus, Cavalry and Arambai get +1/+3 attack against buildings in Castle/Imperial, Elephants get +3/+5, to promote their use. This is nowhere near as strong as the old Manipur cav, which was +6, but it is free, so I think it is ok.
Celts:
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Stronghold removed, and possibly replaced with Schiltron, which costs 550F, 400G, 50 seconds to research. Possible idea for Schiltron is that it gives spear line +3 pierce armor, and +2 attack. Right now, Stronghold is pretty much useless, largely because Celts lack Bracer, so it affects buildings that aren’t even as good as other civs. Schiltron reflects the Celtic spear formations with shield walls included. This would be a good change, because it promotes the Celtic play of Pike Siege push, which is kind of off meta right now.
Chinese:
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Chu Ko Nu gold cost increased to 40. The Chu Ko Nu is a really strong archer unit, but for it is too cheap for how effective it can be. I don’t want it to cost as much or more than the regular archer line, because then it would be used a lot less, but it shouldn’t cost as little as it does.
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Technology discount changed to 10% Feudal/Castle age, 15% in Imperial. I don’t want to go all the way down to a flat 10%, because most of the lategame techs are quite expensive, but nerfing this bonus makes it harder to tech into a lot of different things at the timing you might be able to with the current discounts.
Cumans:
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Cuman Mercenaries totally removed, possibly replaced with Nomad Siegecraft, which costs 900F 700G, and removes the gold cost for rams. This just further plays into the big Cuman thing with rams, and it’s just an idea that removes Cuman Mercenaries.
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Alternate idea, Cuman Mercenaries is kept, but now reduces Cav Archer gold cost by 66%. Cost changed to 1100W 500G.
Ethiopians:
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Royal Heirs decreases Shotel gold cost by 5, making it slightly easier to spam them for longer, because this tech doesn’t really do much right now, Shotels train really fast anyway, and are only viable for a small window, this opens that window slightly wider.
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Tower and Outpost max LoS increased by 5. This is literally just a bug fix, because the Ethiopian team bonus doesn’t do anything once the LoS for those buildings reaches a certain point.
Franks:
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Cavalry HP bonus changed to 10%/20% in Feudal/Castle. This reduces the strength of their scout rush slightly, but doesn’t impact anything after that.
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Current Chivalry effect removed. Chivalry now makes knights heal slowly, and return 33% of their gold cost when killed. This change is targeted at how Franks are too strong in Team Games, because trade allows for unlimited gold, and being able to spam Paladins makes Franks too good in TGs. By making this change, Chivalry becomes a bit more viable in 1v1s where gold preservation in more useful, but less useful in TGs.
Goths:
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Hunting bonus changed from Villagers +5 attack against wild boar, Hunters carry +15 meat, to Villagers +5 attack against wild boar, Huntables have + 25% food. This change makes their early game a bit easier, by delaying the need for farms early, and just giving a bit more food. Each boar approximately removes the need for 1 early farm, and 4 deer do the same.
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Architecture removed. This tech probably isn’t picked up too much, but I think it should be removed, because in the lategame, the Goths should be easier to push, requiring them to be constantly on the offensive. It’s a slight hit to the lategame, but it should make the spam easier to counter, by targeting the production buildings.
Incas:
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Team bonus changed to Infantry have +2 LoS. I’ve just grown to like this bonus, it’s definitely more useful than the current farming bonus, and should be balanced.
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Andean Sling replaced with a new tech, El Dorado. I know this name could be better, but it is pretty distinctive as the city of gold, so even if it doesn’t fit exactly with the Incas, it suits them a lot better than it does the Mayans. The legend also featured in the Incan campaign in HD, so points for that.
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El Dorado makes Eagle Warriors cost 40% less gold. They are a super gold intensive unit, and Incas currently have the worst of the three Eagles. Also unlike the other two Meso civs, they don’t have a gold bonus. Aztecs have the +50 starting gold, and faster relic generation, and Mayans have longer lasting resources. It’s fair that Incas get something that decreases the cost.
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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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Shatagni increases Hand Cannon accuracy to 100% as well, because currently it actually decreases the accuracy when the range changes, and HC aren’t a particularly overpowered unit anyway.
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Battle Elephant added. This is partly a historical realism thing, and partly to emphasize them having several stable units, but no Knight line.
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Elite Elephant Archer range +1. Right now, it’s an expensive unit, it’s difficult to tech into, and the Elite Upgrade is expensive, but not a very big improvement over the regular version. Adding 1 range helps address that.
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Camel Units get +2 attack against buildings as a civ bonus, replacing the pierce armor bonus. Right now, Camels can melt buildings way to fast to deal with.
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New Team Bonus, stable units get +1 pierce armor in Imperial Age. This kicks in quite late, but it still helps, and it’s a more useful than the current bonus. If this is considered too strong, it could affect all units except the knight line. I’m removing the current PA bonus as well, so no, they don’t get +3 PA in Imp.
Italians:
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Dock and University tech discount reduced to 20%, but extended to the Archery range. Right now, the Uni discount only really applies to Ballistics and Chemistry, and Italians are top 3 on water. This just improves their archer play as well, making it easier to tech in the upgrades.
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Fishing ship discount decreased to 10%, because a fish boom can literally determine the game in water and hybrid maps, so it makes fishing slightly less easy for Italians.
Magyars:
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Magyars get the removed Goths bonus, and now carry +15 food from hunt. This is just a small eco bonus, to make them slightly better in the early game, because their strengths in the lategame.
Mayans:
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Archer discount decreased to 10%/15%/20% in Feudal/Castle/Imperial. The current discount is too strong, Archers should be the Mayan identity, but not spamming Arbs and Plumes for such a low cost. This also functions as an indirect nerf to Plumes, because they are affected by the bonus.
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Longer lasting resources reduced to 10%. The bonus is too good, so this sands it down a bit to be more balanced.
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El Dorado renamed to Cotton Armor, for historical accuracy, and the tech name makes a lot more sense considering the effect.
Mongols:
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Nomads instantly unlocks the pop limit, in the way that Huns have their bonus. The current bonus is almost useless, and even if extended to other buildings that give pop space, you will probably just build a heap of houses anyway, making that possible effect almost obsolete.
Persians:
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Mahouts removed, replaced with Immortals, costing 700F 600G, taking 40 seconds to research. Possible effect for Immortals is to give the Knight line +4 anti cav armor and giving them +1 regular armor. This is the best idea I’ve managed to come up with, considering they lack Heresy and are quite vulnerable to spear line.
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War Elephants have the 30% speed bonus inherently applied.
Poles:
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Szlachta Privileges now only reduces knight cost by 40%, the current 60% is too strong, and allows for mindless Cavalier spam.
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The gold to stone mining ratio decreases from 1 gold every 2 stone, to 1 to 3. This makes the Castle Drop play a bit harder on closed maps, but also impacts their strength on open maps.
Portuguese:
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Tech research speed increased from 30% to 50%. At lower levels, this bonus isn’t likely to be used very effectively, and at higher levels, the timings will probably be hit naturally in other ways. Increasing this makes it slightly more useful.
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Team Bonus changed to Outposts cost no Stone, making it useful in 1v1s, as well as playing into the exploration theme, and just making them a slightly better civ.
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Genitours added to the archery range as a regional unit. This is aimed at giving the Portuguese a mobile unit that can be used by them, see the changes to the unit below.
Sicilians:
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Bonus damage reduction reduced to 25%. The current 50% is too strong, especially considering how powerful it is for cavalry, which become very difficult to counter.
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Serjeant gold cost reduced from 35 to 25. The gold cost is way too high for this unit, considering how bad it usually is. The Obuch, which is better in pretty much every way only costs 20 gold. The Sicilians have a cool idea, with the Donjon rush, but the high costs of the Serjeant make it a lot less viable. Serjeants already cost a lot of food, making villager production harder in the early game, which decreases to strength of the rush, but the high gold cost just makes the strategy very infrequently seen.
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Serjeants can now fire arrows when garrisoned in Donjons, with the same statistics as villagers. Typically you will want the Serjeants actually being used, either to fight, or to build more Donjons, but for the times where you do want to garrison them, it makes sense that they would increase the damage output for the Donjon slightly.
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First Crusade changed. The Serjeant spawning mechanic is now removed, and possibly replaced with something that increases the Bonus damage reduction for non cavalry units to 66%, in addition to the conversion resistance.
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Hauberk changed, it now gives +2/+1 armor, instead of the other way around. This is aimed at addressing how the knight line is now more vulnerable to spear units, as well as stopping it being so good against archers. It also makes more historical sense, which is a bonus.
Spanish:
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Genitour added to the archery range. The unit will be altered, stat changes are later, in order to make it more useable for the Spanish.
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The no gold blacksmith bonus extended to Bloodlines, Supplies, and Arson. This frees up some more strategies in the early game, making it easier to execute different things, but will still be balanced, because it isn’t hugely strong.
Vietnamese:
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Team bonus changed to Enemy Positions revealed at the beginning of the game.
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Paper Money removed entirely, and replaced with Guerilla Warfare, costing 850F 650G, with a 50 second research time. Possible idea for Guerilla Warfare is that it makes archers reload and move 5%. There aren’t currently any techs that make archers move or fire faster, and this is really a hit and run style of tech. It’s just an idea though.
Genitours:
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Train time decreased from 25 seconds to 18 seconds, making it easier to get them out in numbers.
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Wood cost decreased to 30 from 35, so they are still more expensive that Skirmishers, but not as expensive as currently, making them easier to fit into the armies.
What do people think, and thanks for reading. Also, if anyone has any better ideas, I’m happy to change parts of what I have here, especially the new tech ideas.