i dont see any unique units? kinda necessary for a faction to become a reality.
i feel like the cards you are giving from age ups are really strong, like you are giving what to the US are age 4 cards in age 2. ill go by them by state.
Age 2
Rio grande do Norto
700 extra resources and instant gather rate would make it instant pick in any mode, it means after just 3 cards brazil has 2800 resources, compared to other factions who even if they try cant get above 2100 resources in 3 cards. in treaty it obviously would like USA just enable people to send 300 resources all the time, its why the USA is so strong despite not really having any eco cards otherwise. it is too strong for an age 2 card.
10 pirate and 2 privateers is again an age 4 card in age 2.
Pernambuco
without knowing what militia is suppose to be here i cant tell if this is strong or bad, if you mean the units you spawn from the town center then yeah this is pretty meaningless as far as cards go. if its units 20/20 is fairly strong but not necessarily OP.
The Lion of the north is a reference to a swedish king, pleas find a better name rather than ripping off other countries names and ideas. +12 on villagers could be pretty strong, the 15% train speed buff seems kind of meaningless.
already here its clear that there is 1 option above others.
Paraíba
Boring resources are meaningless, could send Rio grande and then 2 other shipments and you are already ahead by 800 res. 1000 resources is too much for age 2.
Espírito Santo
what is Goitaca? i need more context, its just a name.
Jesuits have auras? no stealing from spain pleas.
Rio Grande do Sul
what is a Guachos? what is the lancer? also they are not going to add that name, already telling you that here.
villagers do what now? pretty weak card.
Age 3
Maranhão
sloops and steamers give coin, whats the context here? sounds like there are other faction(s) i could find where this makes more sense.
“recebe 300 de ouro por cada ship.” dont know what that means. do you mean 300 resources per shipment? so now in age 3 you can get 2000 resources for a shipment, or 1300 for an infinite card.
Alagoas
“Quilombolas” who is this? need context.
“Villagers gather from mills and properties 5% faster and ship 500 Coin” this is laughably bad compared to what we have seen before, 5% is BAD, and 500 coin doesnt change that. this is like an age 2 card, but its hard to find a scenario where anyone would send this over 700 coin or 15% gather rate for farms.
Santa Catarina
“Resource shipments’ content +700 and are immediately gathered; Can send resource-only shipments that have already been sent for the second time.” this a repeat of what you said in age 2, and its objectively better than the “Algodão e Cravo” card. like these choices arent balance choices. now you can get 1700 resources from an infinite 300 card, like it doesnt matter if everything else in the civ is trash by this point, it is so beyond balanced.
“Outlaws and Fortress Age mercenaries have their health and attack points increased by 30% and train 40% faster.” stronger than other similar cards, combines essentially german mercenaries and fencing school in 1.
age 4
Minas Gerais
church HP and Xp gather rate seems meaningless.
“Ships 1 Caçador montado for every shipment sent in the game”. i need context. seems fairly bad on the surface for age 4.
São Paulo
“Trade Routes generate +100% resources; Native settlements give a trickle of 1 XP, rade Route upgrades are free” honestly so far this seems like the most balanced and interesting idea.
“Aging up to Imperial Age is free, but both takes 5 times as long.” i feel like in rush this is an obvious choice.
Bahia
“Os orixás protegem seus guerreiros aumentando o hp de todas as unidades em 10%” im not sure what this says, even when i translate it.
“Ship 10 zuavos baianos and enable zuavos baianos.” needs context i think?
Mato Grosso
4 gold wagons is weird, idk if this is strong or weak honestly, compared to previous options its weak.
“The player is considered to be allied with the Goitacá, has access to your units and technology.” havent we seen this before? no repeats.
Age 5
Amazônia
“Native warrior train time and cost -40%, Native warrior train limit +30%.” seems about in line with an age 5 card honestly.
“A steady flow of wood is quite generous.” idk, pretty boring age 5 card i think, either will be meh or OP i think.
Ceará
“Forts spawn units instead of training them. Forts gain +6 range and LOS” we have seen this before with the US, not a super interesting idea.
“INFINITE Ships 3000 coin”, no absolutely not. 4400 gold infinite times is beyond broken. by this point you can never run out of resources.
Rio de Janeiro
cheaper mill tech is generally pretty boring.
+2 ironclads seems OP and unbalancable.
Paraná
10% gather rate is meaningless by imperial age, esp compared to what we have seen before, this is beaten by your age 2 cards in value.
why does brazil get immigration cards? thats a US thing. also super boring.
Sergipe
i think both of these cards are unimaginative.
my opinion
while i do realize you have written more i feel like just going over these comes with a few conclusions.
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why? nothing i have seen here makes me feel like this is anything new. it feels like a sad attempt at making a faction that is OP
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some cards are unbelievably OP, and most others very mediocre, there are few unique ideas.
i feel like the ideas need more work.
when i look futher at your units a few seem like they dont need to exist, like there is no reason for 2 musketeers. i also am tired of seeing more super musketeers, neither american or mexican musketeers where anything special and should if anything have been worse than the standard european musketeer. this just seems like more of that.
most of the unit descriptions at large dont tell me what the unit does, just that they exist. a model is nice but meaningless without the context.
also cacadors are in the game, the portugese use them.