The conclusion first. I partially agree with the analysis of the civilization in the original post, but I disagree with some change suggestions there.
I would not deny that Bombard Cannons are indeed a good addition. It effectively solves some fatal problems in the late game. Of course I agree and also prefer that Redemption could solve the same problem in a way and even work in the Castle Age, but the developers seem unwilling to make them a civ with good monks especially when the Bengalis feature that.
The siege wood bonus is indeed a redundant and unclear bonus. Saving more wood feels unnecessary when they already have extra wood for siege weapons. It would be better if it were changed to a gold discount, at least Armored Elephants would also benefit.
I think the Medical Corps are seriously undervalued. If calculated on just one elephant, its effect would be difficult to see. It can make a difference in the late game when you have a large group of Elite Elephant Archers. To put it bluntly, it is Maghrebi Camels for elephants, but elephants have better regeneration effects because they are not easy to die immediately.
I donāt like the additional stone bonus suggestion very much. They would be pushed to dropping towers rather than dropping TCs. Receiving so many additional resources in both types at the same time is unnecessary.
I like the double effects in Blacksmith attack upgrades but with something changed. I would just make the Forging line have double effect. They donāt have the Knight so they could just have it and be balanced. This made their Scout Cavalry line and cheap-upgraded Militia line even more useful in the Feudal and Castle Ages, being very effective against skirmishers and siege weapons, while the advantageous Archery Range units and navies would not benefit from it. The Wootz Steel should be the reference for this bonus rather than an Imperial Age UT with no strategic value. The +4 attack from the Blast Furnace in the Imparial Age would be essentially equivalent to the actual effect brought by the Wootz Steel in most cases.
Iām also not a big fan of the population bonus suggestion. Its numbers are less elegant. Civilizationās superior naval power is not an issue that urgently needs to be changed.
I also donāt think the +30% speed helps make their Battle Elephants useful. The only real capability of non-elite armor-lacking Battle Elephants with a speed of 1.17 is to escape Halberdiers, but we donāt need units that can only escape. They are still too fragile compared to their cost and are still helpless against Arbalesters and Cavaliers. They still would not be used. On the other hand, their Elephant Archers are already the best in the game. They do not need more buff, which does nothing to address the civās weaknesses. However I welcome Husbandry, after all, it does not take up a UT slot, and is already enough to allow the elephants to catch up with foot archers.
Thereās not much point in having the Bloodlines. If youāre willing to let the Forging line have double effect, you canāt have Bloodlines for Light Cavalry. The elephantās high base health means that Bloodlines can bring little difference, and the benefits brought by Medical Corps may be greater than Bloodlines in the later stage.
My personal suggestion is to change the Imperial UT. This slot should really give their Battle Elephants a decent niche. Making these lower quality melee elephants cheaper and faster to train is an obvious direction. I saw an idea for -50% gold cost, but considering the situation with the Malay elephants, I think -50% gold is probably not enough as long as they donāt have the elite upgrade, and the theme of cheap elephants has been used by Malay elephants. Maybe we should explore the possibility of trash Battle Elephants.
Another personal suggestion of mine is always to tweak Urumi. The positioning of this unit is unclear. Iāve seen people say itās to cover the elephants from Halberdiers, but the civ still has fully upgraded Arbalesters, Hand Cannnoneers and even elite Skirmishers with the bonus. In my opinion, the fact that it completely overshadows the Militia line, which has cheap upgrades that should be a major identity of the civ, is a classic design failure. Being difficult to gather in the Castle Age doesnāt help the civ either. If itās really for anti-Halberdiers, then it could be cheaper, weaker but with a high attack bonus against spearman units to give the Champion more of a chance. Otherwise they could allow the charge bar to be used to dodge projectiles, reflecting the agility of these martial arts masters and beneficial against archers and siege weapons.