With huskarls and full skirms one would much rather have hussar without armor than light cav with armor. In addition, this is made in order to force Goths to transition away from cavalry in imp, keeping their civ identity.
Wait so I just get to send 4 insta loom vils across the map and take my opponent’s deer without him having a way of engaging me because I can add in a forward rax?
I mean, it’s an option. But it will make goths like… Imagine the word obnoxious, but multiplied by 10. Probably even worse than militia costing -35%.
I insta loom, take your deer, wall in your berries, build a forward rax, and afford 3 militia without being on gold with the food I just gathered from your deer. And you can’t fight me with vils. And you can’t age up either because no food. Yeah.
UPDATE:
I think I’m going to stay with my “+10 pop cap in imp” to “+10 pop available throughout the game”. Sort of like 2 indestructible invisible houses that you start with and they don’t count towards the pop limit. Your dark age is a bit smoother, your imp is the same.
Then, take it from there, I don’t know. All depends on how liberal you want to be with the change, whether a small eco thing will suffice (I won’t even bother considering it because Goths have been established as no eco-specific bonus and the devs don’t want to change that) or something ridiculous like huskarls with 4 PA and attack in feudal made from the town center (obviously not a serious idea).
If someone wants to come up with something:
To keep the civ identity it has to not be sold an eco bonus, regardless of whether it actually is (loom researched instantly, in practical terms this means +1 extra vil on your way to feudal), it can’t be a unit-specific military bonus (can’t be… skirms fire 25% faster), but it can be “military units move 5% faster” for example, as it’s undifferentiated and generic.
All in all, considering their military shouldn’t get any stronger and they shouldn’t get any particular bonuses for something other than infantry, and they suffer in late feudal and early castle, maybe something that helps them during that time. But it can’t be aging up is faster. Can’t be villagers gather resources faster.
… … Town center techs researched instantly…? I have no idea what the ramifications for that will be for the feudal age and how much exactly, it’s going to be a +3 villagers on the way to castle on top of +1 from dark…
It’s too strong though.
Still, who cares. As I have posted before, I’d rather see big changes in the meta and adapting from there, rather than small ones. The problem is that with this change Goths won’t be Goths on the high level. They will be “the drush/maa into archers into knights insane eco civ”. And that’s a recipe for disaster in balance terms.