Hi, I am a legacy player, I will chime in because one day I hope to get a computer with more RAM and play DE. and want to ensure changes are done responsibly. There are many changes I am not aware of so forgive my ignorance.
I mainly played India in FFA which is a mix of SUP and TR, and mainly used the same deck I used in TR games. I at one time did start using India in TR and got to a Major rank even with using India and its limitations it had then, from what I have seen it is already buffed quite a bit already. This FFA experience also gives me insight on how changes for TR will effect Supremacy.
From what I noticed then most players would avoid using the 9 urumi shipment and treated India as a Gurka howda civ to mimic Skrim goons cannon play. India was just not designed to play like that since it has no anti infantry cannon, Its really more of an aggressive melee civ, and when it is played like that many of the draw backs I did not notice. The only things then I wanted to change was mahout pathing/ obstruction, (so many times they would be on their way to attack, then something passed in front of them, and completely redirect around the whole army) and give them 1 range to the siege attack (because they sometimes just stand there unable to attack the wall due to units in the way) and I had wished Urumi would ship in half the time. In all other areas, even with siege elephants I thought was well balanced.
Some things could have been improved like train time for camels. If india had one unit to spam out quickly when dangerously under popped I may have used a few then. But they should not be over buffed units to make Viable for TR.
another thing that would have been nice, would be to allow all consulate armies to arrive from shipment points and train cannons individually instead of with batches of units. I also recognize that once TR ends the amount of XP given by sacred fields does not give too much of an advantage to shipments produced compared to other civs, at that point the kill XP rather evens them out, so It could be possible to give an option for Sacred fields to produce export or XP.
notes:
The dutch Consulate sounds like a civ breaking change
I think extra pop would not be fair, once TR ends and the fur trade is sent, India can drop down to 80 vils (sometimes even less) until that coin runs out. and that is how I coped with the slow train times, by just having more on the field. If once mircos the units and gets favorable kill ratios the economy is fine.
If any changes made to the Siege ele it should have the same range, but have the artillery tag removed instead. (maybe even add a heavy cav tag or hidden multipliers so goons can kill them too) due to their speed they need to be countered by units since good maneuvering could make them nigh invincible to culv only counter, except to be baited into killing other cannons that would be near culvs.
A infinite mango grove card for all civs would be something to consider as an option ( but give it HP so not to be used as a wall) I say this because wood is generally the deciding factor in winning and losing TR, when a Euro civ loses its factories its a slow death from there. So giving some civs infinite wood resources and others not would not be good balance… it would still be up to the other civs to decide whether or not to use that card. it would also be nice if they were not all mangroves but civ appropriate wood choices.
mansabars should just spawn at shipment points.