I have suggested most of the following bonuses. Now I have organized them as a future civ with a potential rival of Turks and Bohemians in FC → UU or FI strategy.
Team Bonus
Blacksmith & University provide +10 population space.
Civilization Bonus
Age advancing don’t cost gold.
Building a castle provides 100 food.
Gunpowder units take 50% less bonus damage.
Block Printing is free.
Unique Technologies
(Imperial Age) - 550 food, 600 gold - Hand Cannoneer fires one additional projectile of half strength.
I don’t think so. As an individual bonus I believe this is fine. And really surprised why this didn’t make it yet. Maybe with my suggested Team Bonus, the civ can be very OP with market (ab)use. In that case, I would remove Blacksmith’s extra pop space.
Were war elephants used prominently in Africa in the Middle Ages? There were mostly used by Carthage but that breed of elephants used were supposed to have become extinct by Medieval Times and the common African elephant is not suitable for taming.
Constructing a mill/lumber camp/mining camp provides 50 food.
Constructing a house provides 10 food.
Hand Cannoneer benefits from TR.
Bombard Tower and BBC cost 33% less gold.
Would it be possible to have a civ with Elephant+Rocket Cart? Vietnamese have FL but not Rocket Cart. If there is a possible civ I’d want a parallel of Slavs siege discount - Armored Elephant and Rocket Carts are 15% cheaper.
Blacksmith infantry armor upgrades also give +1 attack to infantries. Just a powercrept version of Burmese. So maybe they can have a 3rd unit on Barracks like Eagle or FM.
The food cost for Barrack upgrades is replaced by wood.
Ram, Siege Towers and Militia stop pierce through projectiles like scorpions bolts (the unit still take the damage, but the projectile won’t go through them).
Wild animals don’t attack units unless attacked
Non eatable wild animals are revealed on the map
Monks get additional pierce armour when converting
Universities can garrison villagers and each garrisoned villager increase research speed
A villager can garrison in an outpost and slowly collect resources around it (the outpost would have a radius for collection, be bigger than a typical outpost and cost more)