Mongol proposed changes

  1. Make packed buildings force-unpack, move units out of the way. If you depend on blocking Mongol buildings to survive/win then you shouldn’t have won, and likewise, Mongol should expect to get their unpacked buildings and be balanced around that.

  2. Outpost rushing should die. Instead, Mongols should be masters of intel and vision. Make Outposts unique, calling them Yam Towers. Yam Towers cost 50 wood, have 750 health, 0 fire armour and more importantly, 0 ranged armour, dying to arrows. The benefit is that they can be packed and unpacked like any other building, but don’t have access to any emplacements until they become Fortified at a cost of 200 stone and taking 1 minute instead of 30 seconds, unlocking emplacements in their respective ages. The idea is to let Mongol use a building, the Yam Tower as an active way to get intel, and letting them selectively “settle/fortify” critical outposts for a heavy cost. The vulnerable pre-fortified Yam Tower means you can’t be too aggressive with them, and the lack of emplacements before upgrading them means you can’t really Outpost rush without losing them.

  3. New Castle age tech, Lamellar Cavalry Blacksmith armour upgrades applies twice to Cavalry. This also turns gives all cavalry the “heavy” tag. Mongols were known for heavy cavalry, and this some adjustments are made.

  4. Mangudai now stop to shoot, increasing their attack rate to 1.375 and increasing their base damage to 7/9/11. This allows Mangudai to be more effective at base raiding, while also more vulnerable to things like Spearmen. The somewhat quick attack rate means you can’t get the most out of their DPS while kiting, needing to run away to get more distance from melee units, lowering overall DPS. Mangudai are already are somewhat impossible to kill unless you force them to a fight, so this is making them even more vulnerable while increasing their raid potential. The Lamellar Cavalry will make them stronger against Archers, making them more useful in combat, but more vulnerable to Crossbows to compensate.

  5. Steppe Lancers should instead just increase healing and damage by 2 and not increase attack rate, keeping both Mangudai and Keshik’s attack synced for micro in raids or combat. The Lamellar Cavalry technology will buy Keshiks more time to benefit from Battle Veteran, dying slower to arrows and melee attacks and healing more in return. In practice this means that Keshiks and Mangudai attacking proxies will be much more deadly.

  6. Khaganate Palace should have a Tribute system. Like “tickets”, you generate them throughout the game and can demand an army from the Rus, Chinese or Ottoman. Basically, let you select what units you want to make, but reduce the roster to a handful of symbiotic units.