I still really like the Jurchen and Khitan (and I think theres a lot of interesting bonuses in the Three Kingdoms civs) but theres so much weird stuff here
To begin with the Jurchen, they arent bad, but I feel like they are a bit fragile. In the early game, when the civ has around a 10/15% more food out of hunt and sheep, and then need to rely on scouts. Its a prertty mid early game overall and it kind of feels like the strength of their steppe lancers will be the thing that decides if the civ is competitive at all. Beyond that the tech tree seems weirdly limitrd. Their cavalry archers are just bad in castle age, and in imperial age they are quite meh (which is okay, but I dont get why they needed to make them benefit from their faster attack bonus instead of giving them thumb ring). Their militia is sad, their spearmen, skirmishers and archers are quite a bit below average since the civ has no eco. The UUs and fire lancer seem decently attractive but very situational and gettimg siege going seems very expensive.
It just seems odd how much stuff the civ is missing to get a decent mil bonus and an weak-ish eco, their late game options seem very fun and decently strong but its nowhere near Mongol late game tier to justify such extreme tech tree holes. Its also weird they dont have knights but the Iron Pagoda fills that hole decently enough at least
If the Jurchen have some oddities, the Khitan are on a whole other level. Their early game is comparable (at first) with the Jurchen, with faster shepherds yet no hunt bonus. But thats where the similarities end, with Pastures replacing farms in lare dark and early feudal age. I feel like Pastures will be as strong as the Slavic bonus either at release or after one or two patches, and that should make the civ competitive.
Despite me thinking that the civ balance ia fairly alright I still think that its worth mentioning how weird the civ is. In feudal age they have double effect forging and faster created trash units. Their scout rush is really nice, and they can support it very easily with a good eco and strong trash, missing bloodlines is a hit to your long term feudal play but its an expensive tech, you can just usr those resources to age up more quickly. Then castle age and imperial are simply super weird, because the civ lacking bloodlines is specially bad when you dont have knights, all your units are just super fragile to ranged units. Their CA, even after the discount, are super expensive to get going. Its probably worth it getting Heavy CA before thumb ring but yiu still really really want to get thumb ring fairly quickly.
Rheir infantry has extra attack and reflect damage on their oponents, which is really strong⊠But I dont think we will see Khitan infantry on castle age.
My problem with the civ is that almost all their units are good dealing with melee units but weaker against ranged. I dont think the civ will struggle with ranged units since they will probably have a good eco and their skirms will be decent (and tge mounted treb will help in imp) but thats all they have, and I think the balance is way too inclined towards dealinf with other cav and infantry civs.
The late game cavalry UT will make their cavalry decently strong on melee I guess but Im again concerned in the loses your very low hp cav will take before it gets there. Their camels will be quite good, but they really seem to be laxking a cav unit that can take arrowfire.
And why are they missing halbardiers exactly? Their infantry UT isnt evem that crazy!
I just dont think the current design has very clear strengths and the bonuses it has are way too focused on melee. It doesnt help that the civ for some reason mixes infantry stuff and a UU (aa well as visuals) from a diferent unrepresented civilization: the Tanguts. Its also just weird that a civ known for being the first steppe nation to really lean into heavily armoued cavalry only has access to fragile cheap cavalry. Its just a very confused civilization.
I may comment in the TK later, for now they just look ridiculoualy overpowered to me