Mongol rework to make them more nomadic

The mongol UT (Nomads) are not very useful. In AoE4 they are very nomadic with full pop like the Huns and an unique drop site, the Ger, who can research economic upgrades.

In Aoe2 there is numerous Yurt model. It’s sad than the Mongols can not build Yurt, so I propose for the Mongols :

Remove Blast furnace (garrisoning sheep in the Ger give attack to cavalry melee unit like the relic bonus of the Lithuanian)

Remove House
Give them Ger (a model of Yurt) Ger have less HP but cost cheaper. Also they cost a little food (because yurt are made from part of wood and part of wool or leather. They are building faster and can serve to research many technology and unit upgrade

Ger
Cost : 15 wood and 5 food
Take less time to build (20 s)

HP by age : 450 / 550 / 650 / 750
Armor by age melee/ranged : -2/6, -1/7, 0/8, 2/9

Can garrison 5 sheep but don’t produce food like the Gurjara mill
Instead of producing food they increase the attack of melee cavalry unit by +1 by sheep (limited to +4)
Can research technologies related to cavalry : Bloodline and Husbandry
Can research the technology Loom (related to the sheep)
Mongol player can deposit food in the Ger
Can serve as one of the required buildings to advance to the Feudal Age

For the UT Nomads
Remove the cost of food of the Ger
Destroyed ger still count as pop cap
Garrisoning sheep produce food
Ger can serve a drop site for all the resources
Can serve to research the technologies of mining and lumber camp
Can serve to research the technologies : Handcart, Wheelbarrow
Can serve to research technology related to archery : Ballistic, Thumb ring Parthian tactics
Can serve to research unit upgrade related to mounted unit : Heavy cavalry archer, Light cavalry, Hussar, Heavy camel rider, Elite steppe lancer, Elite mangudai (I don’t put Cavalier because mongols focused more on light cavalry)

At final Ger is a replacement for the House who cost less, have less armor and Hp but give you attack bonus for your melee cavalry. It’s cost food but the food cost is compensate by the UT Nomads. Also the building can serve as drop site first for food and then for all resources. Ger also allow you to research upgrades who save time in your military building and Town center to produce more military units or to produce more villagers.

With this version the only worse thing is than their infantry units deal less damage.

Version without removing blast furnace

It’s the same version than above except :

Don’t add attack bonus from garrisoning sheep
Don’t remove Blast furnace

Allow Ger to train sheep (100 food)
Nomads UT allow Ger to train cow (150 food)

Isnt that a bit much for one UT? Imagine the description text ingame…

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Why should I garrison 5 sheeps if the max bonus is +4?
BTW, it looks quite a powerful bonus since sheeps could be gathered from the very start of the game, unlike relics for Lithuanians. Having a Dark Age scout with +4 attack is too much, and the hunting bonus for the Mongols can easily compensate the eco disadvantage of not consuming 4 sheeps. Mongols scout can also find the sheep in no time thanks to the LOS bonus.

It would be very unbalanced, even more if you can research key techologies: Mongols have already a OP feudal timing, imagine removing the loom research time from the TC.
Same for the Stable techologies: I think it’s a bit too much.

If you want to rework the civ in order to make it more nomadic you should think something more simple and give away or reduce some of the old bonuses.
You could have back a certain % of wood from deleted building for example, proportional to the remaining HP.
This way, you could:

  • build a Mill near to the deers, hunt them and then rebuild it near the berries (you could actually nerf the hunting bonus with this feature)
  • build a defensive military building if you get oppressed early in the game and rebuild it forward, or viceversa
  • delete a stable in order to make an archery range, to have a faster strategy switch

Mongol age 3 UT is janky, but Im not sure about bringing that big a change all at once, with one tech.

Consider;

Nomads: Every town center periodically spawn deer.

This is purely from a thematic PoV - lean into that hunter/hearder/pastorialist aspect.

Numbers;

5 dear with 150 food, spawn at TCs every 5 min.