Right now, I think Bohemians are a decent civ. Not the best on open maps, very good on some maps like Arena, but I think they have two main problems. Hussite Reforms, and the mechanics of the Hussite Wagon. The Hussite Wagon is a great unit in theory, with a cool concept and interesting mechanics, but it has some issues. Hussite Reforms is a strange tech. A lot of monk power falls off in the lategame, due to larger armies, getting harder to micro in time, and the eventual presence of trash units, hussars in particular. Hussite Reforms, costing 800F 450G, requiring a Castle, and being an Imperial tech is very much a lategame thing. The weird thing about it is though, most people who have either the Castle and/or the eco to afford food only monks will likely be playing towards a different strategy, and never pick up the tech. The Arena players who might do a monk rush, will usually have geared their economy towards gold over food, and it will not be used by them either. This means, who is it meant to be used by? The players who use monks can’t make use of the tech, and the players who can use the tech don’t really benefit from it, or want to use monks. This suggests that Hussite Reforms could also do with a change.
The Hussite Wagon now only fires the main projectile at it’s primary target, either the one it is focus fired on, or the one it would naturally attack. It simultaneously fires the small projectile at 1-3 other targets in range, randomly selecting the number of minor projectiles for each shot. If there is only one valid target, it fires the main projectile, and a minor projectile at that target. That way, Hussite Wagons don’t have to worry about resetting the attack, and can fire on up to four units at once. I think that that could be a good solution, although some of the other numbers might need tweaking.
I definitely prefer the first option, but there could just be a maximum time limit of say, 10 seconds, after which the attack resets, and the next projectile fired will be the main one. This prevents the annoying situation where you kill a unit with the main projectile, and then your next projectiles are all the secondary and less effective minor projectiles.
This is just an easy change. Just make it that after the tech is researched, monks can be created for either gold or food, possibly at a gold discount. This means that the tech is more likely to be used by those who have geared their eco towards gold, while still purchasing techs for food, and being able to create the “Trash Monks”.
Monks now have a splash conversion effect. Whenever they convert a unit, they have a X% chance of converting all enemy units within a 0.5 tile radius of the unit they just converted. X is calculated for each unit by dividing 1000/Total Resource Cost of the Unit. A Karamabit Warrior, as the cheapest unit in the game, would have a 25% chance of getting converted. War Elephants, as one of the most expensive units, have just under a 4% chance. This change is aimed at making monks more viable in the lategame, because they now have a low chance of converting multiple units, if clumped together. This wouldn’t affect buildings at all. If people think those chances are too high, then gold could be evaluated at double cost. Original gold cost would likely be applied, to prevent cases where Corvinian Army, or Kamandaran actually makes the unit more prone to conversion. The chance of converting a villager is 20%, a Karambit warrior changes from 25% down to 18%, and the War Elephant goes down to 3%.
What do people think? These are just ideas.