One of the most unique aspect of Chineese Civilisation in AOE 4, is there ability to build both of each age landmarks in order to enter a new dynasty. Dynasties can be seen as half age up as they grant you different bonuses, give you access to special units and special buildings in return for spending the cost of a second landmark.
But actually, the dynasty system seems a bit off, as the only one worth making seems to be Song Dynasty (Age II Dynasty). Past that point dynasties start become really expensive and their bonuses less attractive. Moreover entering Yuan Dynasty (Age III) also means give up on Song Dynasty’s nice booming bonus (massive improvement of villager production speed + Village) and its special unit (Repeater crossbow), as entering a new dynasty remove all the previous dynasty bonuses and granted abilities.
All these downside plus the fact that making new dynasties is delaying your age up by a lot, make that I almost never want to enter Yuan Dynasty (I only do it when I’m far ahead after a long time pasted in Imperial Age) and I absolutly never do Ming Dynasty (Age IV Dynasty).
I find it pretty sad as I really think this system could bring a lot of diversity into Chineese gameplay and counterplay.
But I also think some simple change could make it feel better and more usable:
1. Swap Imperial Academy (currently Age II) with Spirit Way (currently Age IV)
Currently those two landmarks feels off. Imperial Academy got a little bit better with last Update Taxe buff (taxe collection cooldown reduced to 15sec) but it still feel a bit of a edgy gold generation strategy. And Spirit way feel useless as you almost never invest in your dynasty units even after age IV. Spirit way only feels like a default choice for aging up to imperial age if you don’t have stone walls everywhere…
Spirit Way Age II:
Making spirit way an Age II landmark would have a benefic impact on a lot of chineese current issues and help them in having a more unique gameplay. This change would allow them to compensate there early weakness by being able to produce cheaper units. The cost reduction could also be changed to increase with the number of dynasties you currently achieved, inciting you to make more dynasties to reduce your unique units cost. This change would also remove the downside of loosing your unique units when Dynasting up and allow you to invest freely in those units upgrades.
Last point, it could be interresting to give Spirit way the Dynasty Units upgrades and make them free upon new Dynasty completion. Like that you could still pay for the upgrade in production buildings, if you don’t plan on making the dynasty, or wait for your dynasty to get the free upgrade and mitigate the cost of your dynasty. This would have no impact on Song dynasty (Age II) but would make Yuan Dynasty far more interresting, as it would really enhance its half age purpose. Yuan dynasty would be an interresting choice in an Age III with a lot of pressure and in which you would have gained a little lead, giving you a little bonus to all in and finish your opponent. It would also remains balanced defensively has it would requires investing ressources you would better spend in immediate units than in a time consuming upgrade.
Imperial Academy Age IV:
This change could also benefit Imperial Academy. How about making Imperial Academy a real Academy with extra technologies to improves Taxes collection. This way it would reduce weird gold generation early (letting this unique specificity to Rus) and give it back in Age IV. It would also give you a little eco bonus by removing the need to pay for an academy to access academy technologies.
Another change that could be made would be to lower the base limit of Imperial officials, and allow imperial academy to raise it (this could be based on the number of dynasty achieved or not…).
From an Historical point of view this swap would totally make sens as Chineese Civilization always been highly spiritual and several new fields of study were promoted at the Guozijian (Imperial Academy) during Ming Dynasty.
2. Balance Dynasty Units
Currently some dynasty units don’t feel really worth, but with the first change a lot could have change. Currently I think Zhuge Nu are already fine units, but Fire Lancer seems a bit off and Grenadier are awful…
Fire Lancer:
Maybe giving them a little bit of armor (III : 1/1, IV: 2/2) and making them heavy units would do the trick. They would be a bit stronger against archers and buildings and have a new counter with crossbowman.
Grenadier:
I don’t know at all… They just feel useless currently… (Do you have any idea?)
3. Balance some other aspects of Chineese
Right now chineese are really one sided, with some crazy strong bonuses (Song booming bonus, gold generation, late game techs (siege bonus range)) and big down side (lack of early resilience). Since previous change helped smoothing some down sides, it could be a good opportunity to balance some of chineese too strong bonuses without hurting them as much as before or making them useless.
Do you also think Chineese Dynasty System is not in a good spot right now? Do you think those changes could help? Or do you have other ideas to make it more relevant?
PS: English is not my first langage. I’m sorry if some parts are not clear and/or full of mistakes.