Mongol Rework Suggestions
The issues I have with the Mongol civilization is that they don’t feel nomadic enough and don’t feel fast enough. The outpost play style feels way too campy for a civilization that should be all about mobility. Also for an empire which boosted some of the greatest fields of cavalry the Mongols have a startling lack of cavalry bonuses.
Special Mongol type of outpost: The Örtöö
- Örtöö means ‘checkpoint’ in Mongolian and was the name used for the way-stations established by the Mongols in their Yam System.
- Alongside outposts Mongols can also elect to build the Örtöö
- Cheaper Mongol version of outpost which costs 50 wood but with 500 HP instead of 750 HP & with a LOS of 10 tiles rather than 13.33 tiles
- Provides no garrison slots or emplacements but provides same speed bonuses as outposts. Affected by Yam Network upgrade with Deer Stone landmark or Castle Age tech.
- Building model could be a Ger + Outpost with horses tied around.
- The Örtöö cannot be packed up & moved
New Military Technology: ‘Gerege’
- Available in Dark Age in Övöö, Scouts gain +20 HP and can construct Örtöö
- Costs 25 Wood & 75 Gold
- Gerege were the tablets used by Mongol envoys & merchants in the Yam Network to convey their special status
- Gives Mongols an option to establish their military presence on the map without having to use villagers
New Economic Technology: ‘Nomadic Ways’
- Available in Castle Age in Ger: Sheep caresses contain +50 Food
- Costs 100 Wood & 150 Gold (250 Stone)
- Stone improved version gives an extra +25 Food (+75 total Food)
- Recent changes to sheep in aoe4 indirectly nerfed pastures without any compensation.
- Despite being a nomadic civilization the Mongols have no bonus to one of the stables of nomadic life: herded animals.
New Military Technology: ‘Mongol Horses’
- Available in Feudal Age in Stable, Horsemen cost reduced by 20 Food (80 Food 20 Wood)
- Stone improved version available in Castle Age applies to Keshiks (100 Food 80 Gold)
- Costs 100 Food & 150 Wood (250 stone)
- Mongolian horse breeds were famous for their resilience & endurance. But lacked size and sheer power. Giving them a slight discount on their horsemen makes their cavalry composition more diverse. Mongols should be THE cavalry civ, fielding more masses of horses than any other civilization. Yet in the current state that’s often not the case.
Armor Whistling Arrow available from Feudal Age
- Key feature of Mongol military that rewards decisive thinking but gives Mongols limited army compositions in Feudal engagements
- Allowing for Armor Arrow to be in feudal makes Mongol Cavalry & Infantry more viable. Allowing for more diverse compositions
New Khan Passive Ability: ‘Unity of the Khan’
- Passive ability which adds 0.25% attack speed per friendly cavalry
- This effect is doubled to 0.5% attack speed if there are no friendly infantry nearby
- Effect caps at 40 friendly cavalry giving 10% attack speed with infantry nearby but 20% attack speed without infantry
Mangudai HP decreased by 10
- Mangudai are a very good unit but are becoming the Mongol crutch, any matchup for Mongols is favored or disfavored depending on how well the enemy civilization can deal with Mangudai
- Giving all the aforementioned buffs alongside this tweak for Mangudai would reduce some of the more toxic elements of the Mongol civilization
- All cavalry archers across all civs need HP reductions, some need damage reductions (Rus Horse Archers!!)