The elves are agile, intelligent and protected by powerful but unreliable magic, but are lacking in fertility. They strive to make a name for themselves before magic withdraws from the world entirely.
Archery and eagle and monk civilization
All techs are 25% discounted.
All units attack 33% faster (25% less reload time) and (randomly) dodge 25% of all attacks.
All units are trained 25% slower (33% more training time)
Pop cap is reduced 25% (max 150 pop with normal settings)
Explanation: These features together should ensure the civ gets by with 25% less pop. They need 25% fewer resources, but also collect 25% fewer resources, and they have 25% fewer army units but each unit has 25% more dps and is 25% harder to kill, so that it should all balance out. What remains should be an ability to micro differently, a small eco advantage from starting with 3 vills when it ‘should’ have been 2.25, and 25% ‘more’ resources.
They have eagles, but missing Plate Mail Armor and Champion. (Heavily armoured champs would go against the flavour)
Full tech tree for foot archers and skirmishers, and have access to Imperial Skirmishers as a regional unit.
The stable produces only unicorns.
Access to gunpowder units, both HC and BBC, but no siege engineers. Heavy scorpion and Siege Ram, but no Onager.
A full dock.
Monks don’t get Redemption or Illumination. (But do gain access to powerful damage-dealing abilities via the UT.)
No Fortified Wall.
No shaft mining upgrades.
UU: Troll. Slow(?) melee unit with very rapid regen. Takes bonus damage from Tarkans. Deals bonus damage to Samurai. (Is expected to be relatively weak against archers because of focus firing, and relatively strong vs champs because the regen will be more effective in that situation. Is effective under town center fire for the same reason.)
UB: The White Ship: a Wonder replacement that can sail away. It represents the elves leaving to the mystical continent of Aman.
UT1: World Sunder. Randomly kills half of the trees on the map and half of all units. Permanently inverts colours as the world enters an eternal night. Monks gain access to the Fireball attack.
UT2: Half-elf infantry. Barracks units cost half as much gold and 25% less population space. This tech is cheap. (modified)
Team bonus: Monks have 10 more hp.
Obviously this is just a bit of fun. I hope I could make you laugh. But maybe there are some ideas worth keeping in here.