They only need basic changes if any. They’re not badly designed and are a wonderful civ to use.
The only things I would change personally would be these into slightly different buffs
Team Bonus: Farms and Mill Techs built and researched 100% faster
The special tech adding armor to kamayuks, slingers and eagles should keep its current bonuses but add on its previous speed bonus for the sake of their eagles.(+10% movement speed, +1/2 armor)
As for those calling for their Villagers being affected by blacksmith upgrades starting in castle - I dislike this.
It would be better to keep it the same - starting in Feudal - where it’s most useful. If it’s to be moved, buff it. For instance
Villagers affected by Infantry upgrades and gain +1/1 or 2/2 armor starting in Castle Age
This gives them barracks and blacksmith upgrades while outfitting them for proper battle in castle and imperial age. And yes - that includes the infantry speed tech - which also gives them a late bonus to their eco.
Updated/refined wording/bonuses as of comment 73
Start the game with an Eagle Scout.
Start with a free Lama
Villagers are effected by infantry upgrades starting in castle age and gain +1/1 armor in castle age and +1/1 in imperial age
Houses support 10 population
Gains the first Eagle Scout upgrade for free
Buildings cost -15% stone
Farmers +1 carry capacity and Farms and mill techs are built and researched 100% faster.
(Special tech that increases armor for eagles, slingers and kamayuks gives only as much of a speed bonus as it takes to reach Husbandry Knights’ speed for Eagles specifically after also researching the barracks’ speed bonus while giving the usual +1/2 armor
And it’s okay if the extra speed only effects the eagles’ line)
(+1 carry capacity is only useful until Handcart is researched - the second half of the bonus lasts into the lategame while removing the complaint of it hurting build orders)
(If it’s not overpowered, this is for inca’s eco, allow squires to be researched in Feudal as it will effect villagers, tho it is okay if it remains in castle)
I firmly disagree, for starters - farms being turned into housing would make those who don’t plan for it become housed as soon as the enemy raids.
Also those have to be rebuilt every time it runs out so… Yeah, no.
The 10% faster carts as a team bonus is a big no. See spanish.
The eagle scout upgrades for free may be nice? But also no.
In any case, it’s better to change the team bonus only slightly - adding in that mill techs are researched 100% faster on top of the farms being built 100% faster removes the complaint of it hurting build orders.
Changing the team bonus to effect carts is to remove from their 1vs1 potential, the slight increase in farming rate due to the increase in reseeding speed is fine.
As for 10% faster carts, it only helps team games, unless you’re the type to build a small convoy of covert ops traders.
Farms giving pop space is like getting a double bonus towards housing- but - not only do farms have to be reseeded, they are always apt to be targeted and even moreso if one relies on them too heavily. Their housing having +10 pop is enough - if that’s not enough for you it can simply be increased rather than add another layer of complexity for new users.
Perhaps I’m being too harsh towards the team bonus.
The farms being housing is too weird.
Team Bonuses are for teams, yes, but for the most part they also apply towards 1 vs 1.
That being said - I dislike the idea because I actually like the current team bonus. Perfecting it to reduce complaints is fine rather than simply replacing it.
It’s not useless, especially if the prime complaint is taken care of.
As for 10% speed for trade units, sure, that would be fine, maybe, but it doesn’t sit well with me, I would rather the current bonus be improved on rather than changed completely.
Specific wording changed to effected by infantry upgrades - it would include both black smith and barracks upgrades like squires and arson - I would agree with everything else - +1/1 in castle and 1/1 in imperial (+2/2 total) would be acceptable
That being said both defense and attack blacksmith upgrades should apply
Squires for + infantry speed in this case would effect the villagers and help them in late eco for farming and in running away/invasions
It will also help reduce the loss of that last woodchopping upgrade while buffing everything else mildly after being researched.
How about adjusting the speed bonus to make them as fast as husbandry knights after both squires and the unique tech is researched? The main point is to use it as a buff against masses of archers/siege by having both the armor and the speed to make full use of the eagle’s strengths
This is one of the best ideas I’ve heard so far. Allowing the player to purchase the squires upgrade and have it affect villagers provides a Feudal age eco + defensive bonus without being too strong in tower rushes.
Edit: Oops. Squires is a Castle age tech. Maybe offer Squires to Incas in Feudal? Berbers get the speed boost to their villagers for free already. So, we know if is beneficial without being OP.
Squires in Feudal would be nice, but it would be okay if it remains in castle age - the main point of buffing it in the first place is due to them potentially removing the bonus from Feudal all-together