My plenty of ideas for trying to correct 3 Asian civs

Hello.

Here I would like to share my ideas for the Asian civs. Try to redesign and to research Asian civs in order to improve their political and cultural incorrectness, while at the same time trying to minimize interference with the main meta and the way to play.

The link below is about my ideas for the European, US and Native America civs.
Parts of the content there will be related to this thread.

Due to the plenty of contents below, sincerely thank you for reading.

The religious personnel will no longer be explorers, town leaders, or military centers.
Gorgeous temples, palaces, landmarks and Shogun Tokugawa are kept at the homeland, kept in the game data, no longer built in or sent to the new world.
The following will replace the monks and the wonder mechanic with close concepts, in order to remove the movie tropes and stereotypes as much as possible.
Besides, add a new option of export gathering efficiency at Consulate: +80% but -25% for other resources.

Japanese New Heroes, Age Mechanic and Changes

Heroes:

  • Cartographers or Cartographic Explorer
    Weak heroes who use bows or muskets. There are 2 when the game started.
    Have larger LoS and equivalent passive abilities to Divine Strike and Smoke Bomb, able to build Shrines, but automatically upgraded once in the Commerce Age only.
    Based on the samurai explorers like Mogami Tokunai (最上徳内), Mamiya Rinzō (間宮林蔵) and Inō Tadataka (伊能忠敬) who had explored the north lands like modern Hokkaido and Sakhalin.

  • Daimyo
    Daimyo is a hero unit now. Up to 1, possesses the Saburau Zeal ability, able to receive shipments and to train the infantry and cavalry. Costs 150 coin as Ransom, and raises Ransom by 50 coin while 1 mon card arrives.

Age mechanic:
Outstanding persons come and bring some bonus to your new town.
While the age is being advanced, TC can still train Villagers.

  • Sengoku Daimyo
    Ships 3/6/10/16 Yumi Ashigaru, 1 Orchard Rickshaw and 1 Tenshu Rickshaw.
    Makes Daimyo able to build Castles and to build Tenshu for reconstruction.
    Able to spend lots of wood and coin to train Tenshu Rickshaw and Dojo Rickshaws at TC in the Industrial Age for reconstruction.
    Tenshu (天守):
    The special Japanese fort with the module of the wonder Shogunate, up to 1, having the equivalent passive ability called “Tenka Fubu (天下布武)” to Country in Chains, and able to attack, to receive shipments and to train the infantry and cavalry.
    Daimyo will be Spawned at Tenshu when Tenshu is complete if no existing Daimyo.

  • Master Swordsmith
    Ships 2/4/6/12 Samurais, 1 Orchard Rickshaw and 1 Forge Rickshaw.
    Able to spend lots of wood and coin to train Forge Rickshaws at TC in the Industrial Age.
    Forge:
    The equivalent building to the wonder Golden Pavilion, up to 1.

  • Tea Ceremony Master
    Ages up 1.67 times as fast (-40% of time). Gives 200/400/800/1200 export, and ships 1 Orchard Rickshaw. Increases XP from unit/building train/build and kill/destroy bounties, and the base XP trickle rate by 25%.

  • Ninja Leader
    Ships 2/4/6/9 Kibatai, and ships 1 Orchard Rickshaw.
    Informers is available, free at the first time and then costs 500 coin for reuse.
    Shinobi and Ninja can be trained at Inn (Ninja only), Castle, Tenshu and Daimyo.

  • Miyadaiku (宮大工)
    Gives 300/450/600/1600 XP, ships 1 Orchard Rickshaw and 2 Shrine Rickshaws, and advances Shrine. Meanwhile, increases the food, wood, and coin trickle rate of Shrines by 15%.
    Advanced Shrine would make Shrine triple the HP, and make Tempo Reforms available in the Fortress Age.

Changes and New units:

  • Shrine
    Increases build time from 15s to 25s.
    Reduces HP from 1400 to 1000, and +25% after Tempo Reforms is researched.
    Sets the build limit to 5/10/15/20 in the Exploration/Commerce/Fortress/Industrial Age.
    Heroes have good attack multiplier against Shrines.

  • Cherry Orchard
    Changes the food content from 5000 to 3000, and up to 10 gatherers are allowed.
    Cannot be destroyed but able to be gathered by Villagers/Settlers of other civs.

  • New Army Regular and New Army Rifleman
    Similar to Musketeer and Skirmisher, strong modernized heavy infantry and rifle infantry for Japanese and Chinese. Good value for the cost, available after researching Meiji Restoration or sending Ever Victorious Army.

  • Kibatai (騎馬隊)
    Renamed from Naginata Rider, and better changed to use a yari lance rather than a naginata.

  • Teppo Ashigaru (鉄砲足軽) and Yumi Ashigaru (弓足軽)
    Renamed from Ashigaru Musketeer and Yumi Archer respectively.

  • Yari Ashigaru (槍足軽)
    New Japanese archaic heavy infantry with a yari spear at Barrack. Cheap, weak, gathered easily.

  • Samurai
    Samurai gets +10% HP and attack, trainable at Castle but no longer trainable at barrack.
    As the adjustment of Ronin, there are only 3 types of samurais with their clear names and own modules after tidied up: regular Samurai, mercenary Ronin, and Hatamoto at Consulate, no longer Wokou Ronin there. Please check the part of Inn below for details.

  • Shinobi and Ninja
    Tidies various ninja units up into these two types with the clear names.
    The former is renamed from Shinobi-No-Mono at Consulate, and the original Shinobi is unavailable since there is no longer Sougun Tokugawa.
    The latter is the original mercenary Ninja, and the version of Ninjutsu-Zukai is unavailable at Consulate.

  • Kabukimono (傾奇者)
    New heavy infantry, gang of samurai with nodachi swords, supposed to be a decent tank with high HP.
    Replaces the position of Konsha Yamabushi at Consulate.

  • Akazonae (赤備え)
    New heavy cavalry, elite troop led by samurais with outstanding bravery.
    Haves hand attack with good area effect, and gains additional HP when grouped together.
    Trainable in groups of 3 at Consulate.

  • Japanese Isolationism at Consulate
    The trainable units would be rearranged to:
    Kabukimono and Shinobi in the Commerce Age, and Hatamoto and 3 Akazonae in the Fortress Age.
    Clan Offerings is changed into the effect that each Castle and Tenshu automatically slowly train a Samurai at no cost until the game over.
    Meiji Restoration costs 2000 export now, changed into the effects to end isolation immediately, to turn every Teppo Ashigaru and Yari Ashigaru into 1 New Army Regular, Yumi Ashigaru into 1 New Army Rifleman, Samurai into 1 New Army Regulars and 1 New Army Riflemen, Kibatai into 1 Hussar, Yabusame into 1 Dragoon, and to make New Army Regular and Rifleman trainable at Barrack.

Chinese New Heroes, Age Mechanic and Changes

Hero:

  • Armed Caravan Leader
    The equivalent melee hero to Shaolin Master but not such strong. There is 1 when the game started.
    Has the abilities of Stun and Critical Strike too, but unable to convert treasure guardians into Disciple or Armed Caravan Member. Besides, able to unpack the crates to gather resources, and trickles coin thinly while moving. The trickle will be thicker and thicker as the age is advanced by.
    Based on the Chinese trade caravans like Mabang (馬幫) who had passed through dangerous merchant paths like the Tea Horse Road and the Silk Road.

  • Armed Caravan Member
    Not hero, the equivalent hand shock infantry to Disciple. There is 1 when the game started, up to 6.
    Able to use Critical Strike too, and trained by Armed Caravan Leader and costs lower than Disciple.

Age mechanic:
Gain the supports from the ministries of the imperial government.
While the age is being advanced, TC can still train Villagers.

  • Minister of War (兵部尚書)
    Ships 4 Chu Ko Nu/8 Arquebusiers/12 Arquebusiers/20 Arquebusiers, and 1 Frontier Town Rickshaw.
    Able to spend lots of wood and coin to train Frontier Town Rickshaw at TC in the Industrial Age for reconstruction.
    Frontier Town (邊防重鎮):
    The special Chinese defensive building and an equivalent building to the wonder Summer Palace, up to 1.
    Able to attack, to receive shipments, to support as same populations as a village, and to automatically spawn a banner army at no cost.
    Based on the classic garrisons along the Great Wall, like Six Frontier Towns of Northern Wei and Nine Garrisons of Ming.

  • Minister of Justice (刑部尚書)
    Costs lower by 20%. Ships 3/6/9/12 Jinyiwei, make outlaws use -1 population, and upgrades British Spies at Consulate to Agents.
    Jinyiwei (錦衣衛):
    Or called Embroidered Uniform Guard, the imperial secret police of the court.
    The Chinese equivalent unit to Spy with same statistic values.

  • Minister of Revenue (戶部尚書)
    Ships 3/6/9/12 Villagers. Once Provincial Government is researched, Villages can train Villagers slowly.
    According to the total number of each existing TC and Village, gives the number of times to allow the use of Transcendence at Monastery.

  • Minister of Works (工部尚書)
    Ships 1 Trade Workshop Rickshaw. Able to spend lots of wood and coin to train Trade Workshop Rickshaw at TC in the Industrial Age for reconstruction.
    Trade Workshop:
    The equivalent building to the wonder Porcelain Tower, up to 1.
    Generates resources like the original Porcelain Tower, but able to set to export specifically since the Industrial Age.

  • Minister of Personnel (吏部尚書)
    Ships 400/1000/1500/2000 food. The techs at Market and Consulate cost lower by 80%.

Changes and New units:

  • Village
    The module is changed into Chinese-style brick houses.
    The original module of the nomadic tent is retained in the game data and is renamed Nomadic Village.

  • Regular Banner Armies
    Makes Chinese Castle focus on training and upgrading artillery.
    The 8 regular banner armies can be trained at War Academic:
    Old Han, Standard, Ming and Mongolian in the Commerce Age, and Territorial, Forbidden, Imperial and Black Flag in the Fortress Age.

  • Three-Eyed Gunner or San Yan Chong Gunner
    A new ranged heavy infantry with a three-eyed gun, firing in bursts of three shots like Chu Ko Nu. Has shorter range than Musketeer and better HP than Arquebusier. Trainable in groups of 5 at Consulate.

  • Langxian Spearman
    A new hand heavy infantry with a langxian spear. Has low speed, and quite good attack multipliers against cavalry and heavy infantry. Trainable in groups of 3 at Consulate.

  • Jingal
    A new ranged infantry with a type of large matchlock gun carried by two soldiers, has a higher attack and longer range than Arquebusier, and deals bonus damage against heavy infantry and heavy cavalry. Trainable at Consulate.

  • Manchu
    No longer a mercenary. A bit weaker than the original one but still powerful. Trainable at Consulate.

  • New Army Regular and New Army Rifleman
    As mentioned above.

  • Chinese Isolationism at Consulate
    Replaces German ally with Chinese Isolationism, and keeps the bonus that Banner armies cost -20% food.
    The trainable units would be rearranged to: 5 Three-Eyed Gunners and 3 Langxian Spearmen in the Commerce Age, and Jingal and Manchu in the Fortress Age.
    Renames Food Trickle, Wood Trickle and Coin Trickle to “Complete Treatise on Agriculture (農政全書)”, “Textual Research on Actual Plant Names (植物名實圖考)” and “The Exploitation of the Works of Nature (天工開物)” respectively, which are the title of the relevant professional books published in Ming and Qing Dynasty.
    No equivalent shipment to German Brigade, but there is a tech named “Treatise on Armament Technology (武備志)”, the title of a famous military encyclopedia published in Ming, costs 4000 export and makes Consulate constantly spawn Flying Crow, just like the wonder Confucian Academy.

  • Special Banner Armies
    After redesign, there are 8 special banner army cards.
    They can be trained at Frontier Town once they are shipped from Home City.
    Mandarin Duck Squad: 4 Langxian Spearmen + 8 Qiang Spearmen
    Divine Machine Battalion: 8 Three-Eyed Gunners + 2 Flamethrowers
    Green Standard Army: 10 Chu Ko Nu + 6 Jingals
    Iron Cap Princes’ Army: 5 Iron Flails + 3 Manchus
    Chahar Army: 15 Steppe Riders + 15 Keshiks
    Emperor’s Army: 22 Arquebusiers + 8 Hand Mortars
    Yong Ying: 8 Meteor Hammers + 14 Changdao Swordsmen
    Ever Victorious Army: 15 New Army Regulars + 15 New Army Riflemen

Indian New Heroes, Age Mechanic and Changes

Hero:

  • Zamindar
    Strong and slow ranged elephant cavalry hero with a firearm, the autonomous ruler and landlord of this new town, having the abilities of Sharpshooter Attack, and Stomp at melee combat too. There is 1 when the game started.

Age mechanic:
Get supplies from the capital of the empire.
While the age is being advanced, TC can still train Villagers.

  • Fortress
    Ships 5 Banduqchis/5 Sepoys/10 Sepoys/15 Sepoys, and 1 Qila Rickshaw.
    Qila:
    Renamed from the wonder Agra Fort, the equivalent building to Fort, up to 2.
    Automatically upgraded at every Age up, so no longer techs for upgrade.
    Able to be rebuilt once the related card is sent from Home City.

  • Customs House
    Costs lower by 1% for every 2 existing Villagers.
    Ships 500/800/1500/2400 coin. Gives Zamindar Cease Fire ability, but raises Ransom by 50 coin.

  • Emperor’s Treasury
    Reduces the Age advance time by 1.5% for every 2 existing Villagers.
    Ships 400/800/1200/2000 wood. Gives Zamindar Inspiration ability, but raises Ransom by 50 coin.

  • Merchants’ Guild
    Ships 200/400/400/800 food, 200/300/500/800 wood and 100/300/500/800 coin.
    Similar to the wonder Karni Mata, makes Sacred Fields have the passive ability to increase gather rate of nearby friendly Villagers in a radius of 20 by 5%, unable to stack.

  • Imperial Court
    Ships 2 Sowars/1 Mahout Lancer/2 Mahout Lancers/3 Mahout Lancers.
    Appoints Zamindar to Mansabdar, which improves his attack and grants him more resistance points. He gets +50% HP, +50% attack, and increases the hit points and attack of friendly units in a radius of 24 around him by 10%, but raises Ransom by 150 coin.

Changes and New units:

  • Mango Grove
    Up to 10 gatherers are allowed now.
    Cannot be destroyed but able to be gathered by Villagers/Settlers of other civs.

  • Sacred Field
    Reduces the cost to 150 wood, and max number of gatherers to 6 cows. Raises the build limit to 4.

  • Sepoy and Shamsherbaz
    Powerful Sepoys are postponed to the Fortress Age to be trainable.
    Shamsherbaz are renamed from Rajputs, and were elite heavy infantry companies of highly skilled swordsmen.

  • Garkhas and Banduqchi
    Gurkhas are removed from Barrack, become mercenaries named Gurkha Rifleman.
    Banduqchis are the new cheap skirmishers who formed the bulk of the Mughal infantry. Cheap, weak, gathered easily, similar to Strelets and trainable at Barrack in the Commerce Age.

  • Caravanserai
    May be renamed to Stable clearly. (Optional)
    Zamburaks are postponed to the Fortress Age to be trainable.
    Moves Mahout Lancers and Howdahs into Castle.

  • Sowar and Camel Rider
    Sowars use the new module, riding horses rather than camels.
    Camel Riders are the new heavy cavalry units, trainable at Stable in the Fortress Age, using the module of the original Sowars, having attack multiplier against cavalry.

  • Mughal Archer
    The new cavalry archer units, trainable at Stable in the Commerce Age, weaker than regular Cavalry Archers but able to fire multiple arrows at once.

  • Mysorean Rocket and Flail Elephant
    Mysorean Rockets are the new grenade trooper and heavy infantry units with iron-cased rockets. Trainable at Castle in the Commerce Age.
    Flail Elephants are removed from Castle and become the native warriors of a new religious semi-civ, Theravada Buddhist Temple.

  • Dhow and Gurab
    The new units to replace the European style Caravel and Galleon at Dock respectively.

  • Dutch Ally
    Available for Indians at Consulate now. However, Indians still are able to choose up to only 4 allies.

Asian Equivalent Building to Capitol

Immigrants, Blockade, Spies, and Exalted Natives have to be researched at here.
Asian civs having an equivalent capitol can research Sentry Uprising/Revolt and Town/City Defense multiple times. As the European capitol, they also trickle 3 XP per second. Besides that, they can be built in the Industrial Age, up to 1, having 3 new techs researchable in the Industrial Age.

Their name:

  • Bugyō Office (奉行所) (Japanese)
  • Yamen (衙門) (Chinese)
  • Diwan-i-Am (Indians)

Japanese new techs:

  • Terakoya (寺子屋)
    Techs, unit upgrades and aging cost a bit lower, but Hero -50% HP, attack and the radius of passive ability.

  • Rangaku (蘭学)
    On the premise of allying with a European civ, gives 2000 export.

  • Foreign Government Advisors (お雇い外国人)
    On the premise of allying with a European civ, the consulate ally sends a shipment of their units.
    Consulate units get stronger and cost lower, but the regular units are trained slower.

Chinese new techs:

  • Tributary System (朝貢體制)
    When TPs along trade routes receive XP or resources, they would give +5% export.
    TPs in semi-civ settlements trickle 12 XP per minute.

  • Imperial Examination (科舉)
    Researching techs and training units get faster, but military units’ HP are reduced a bit.

  • Celestial Empire (天朝)
    Villagers gather resources a bit faster, but all the techs and consulate units cost higher.

Indian new techs:

  • Jharokha Darshan
    Diwan-i-Am trickles triple XP.

  • Varna System
    Military units’ attack get a bit higher, but researching techs and training units get slower.

  • Jizya
    Villagers gather coin faster by 33% and gather other resources slower by 15%.

Inn

The equivalent to Tavern and Saloon for Asians. Separates the mercenary and outlaws from religious building Monastery, and replaces Compunction with Folk Heroes too.
Changes the effects of the card Theaters from Europeans and Atonement from Asians into reducing mercenary training time by 20% and randomly providing 5 types of mercenaries at Tavern and Inn.

Changes for existing outlaws and mercenaries:

  • Arsonist
    Becomes an outlaw instead of a mercenary. Adjusts its statistic values and cost to fit the new position.

  • Iron Troop
    Speaks Hokkien rather than Mandarin.

  • Wokou
    Just renamed from Wokou Pirate.

  • Mazei (馬賊) or Xiangmazei (響馬賊)
    The mounted brigands in North China and Manchuria who renamed from Wokou Horseman.
    The treasure guardian version renamed to Rebel Horsemen.

  • Ronin
    Replaces the module of Ronin with the module of Wokou Ronin, and removes Wokou Ronin. Meanwhile, Hatamoto gets separated from Ronin, keeping the original module of Ronin, and no longer regarded as mercenary. Reduces the quality and cost of Ronin a bit.
    The treasure guardian Masterless Samurai still keeps the original module of Wokou Ronin.

  • Blind Monk
    Renamed from Wokou Monk and becomes a mercenary instead of an outlaws.
    Adjusts its statistic values and cost to fit the new position.
    The treasure guardian Blind Monk is renamed to Corrupted Monk.

  • Wokou Junk
    Speaks Japanese or Mandarin randomly.
    Unable to train Mazei and Blind Monk since they are no longer related to Wokou.

  • Privateer
    Able to train Pirates for every civ.

New outlaws and mercenaries:

  • Liukou (流寇)
    The groups of roving bandits causing the fall of Ming Dynasty.
    Hand shock infantry and siege outlaw, having good siege attack.
    The treasure guardian version is named Rebel Remnant.

  • Mountain Bandit
    Traditional type of banditry in East Asia, called Sanzoku in Japanese and Shanzei in Mandarin.
    An archer outlaw, high attack multiplier against heavy infantry, similar to original Wokou Monk.
    The treasure guardian version is named Rebel Archer.

  • Mongolian Horseman
    Powerful cavalry archer mercenary with high speed and low rate of fire, replacing the position of Manchu.
    Manchu would no more be regarded as mercenary and become a Chinese consulate unit after adjusted.

  • Longbow Mercenary
    English archer mercenary with a longbow, a bit weaker but available in the Commerce Age. Melee combats with a bill polearm.

  • Saiga-shu (雑賀衆)
    Brilliant Japanese sharpshooter mercenary with fast rate of fire.

  • Junggar Camel
    Light cavalry mercenary, riding a Bactrian camel and fire with an arquebus.
    High HP, high attack multiplier against cavalry but weak against artillery.

  • Manila Musketeer
    Musketeer and siege mercenary from Luzon, having great siege attack.
    US can train it at Saloon and Wokou Junk after sending the card Recruit Manilamen or Recruit Manilamen Fleet.

  • Rajput Knight
    Intrepid ranged cavalry mercenary, using a recurve bow and a khanda sword.
    Having as same statistic values as Yojimbo, replacing the position of Yojimbo.
    Removes Yojimbo to reduce the number of movie tropes for Asian civs.

  • Gurkha Rifleman
    Extremely outstanding skirmisher mercenary, using the module of current Gurkhas.

  • Maratha Light Infantry
    Agile Maratha ranged shock infantry with a matchlock or a flintlock musket, good at countering cavalry and shock infantry.

11 Likes

Continued.

New Monastery Mechanic

Now the monasteries are finally the religious buildings without outlaws and mercenaries, trickling XP just like European Church. The units here are similar to the native warriors shipped from Home City, upgraded automatically and having the limit to the number.

Japanese can train religious warriors fast in the regular way.
Chinese can levy religious warriors in group multiple times, and can assign Abbots and Disciples with Sādhanā, which is gathering around Monastery to improve the XP trickle of Monastery.
Indians can automatically train small group of religious warriors, similar to Dojo.

Japanese Units:

  • Monk
    Costs 50 coin. An ordinary healer trainable in any age with 100 HP only.

  • Sohei Naginata
    As same as the unit of Zen Temple, up to 16, trainable in the Commerce Age.

  • Sohei Archer
    New native warrior archer with the original module of hero Ikko-Ikki, able to regenerate, up to 10, trainable in the Commerce Age.

  • Yamabushi
    New powerful native warrior with the original module of Yamabushi, up to 12, trainable in the Commerce Age.

Japanese techs:

  • Ikki (一揆) (Big Button)
    Researchable multiple times starting in the Commerce Age. Costs 100 export, makes units at Monastery cost -5% and train time -5%, up to -50%.

  • Reiki
    Researchable in the Exploration Age. Monastery and Shrine can heal nearby friendly units slowly.

  • Shugendō (修験道)
    Researchable in the Fortress Age. Upgrades Yamabushi to Konsha Yamabushi, which gives him +10% HP, +10% attack, and a 20% chance to stun any enemies he attacked for 5 seconds.

  • Tariki-Hongan (他力本願)
    Researchable in the Fortress Age. Sohei Archer +6 limit, and get a 10% chance to instantly kill enemy units with lower than 30 HP when attacking.

  • Akunin-Shoki (悪人正機)
    Researchable in the Industrial Age. Monastery units +40% HP.

Chinese units:

  • Abbot
    Strong healer with the original module of Shaolin Master, trainable in the Commerce Age, up to 1. Able to melee combat decently, to fast heal, to build Monastery, to train Disciples, and to work efficiently as 3 times as Disciples at Monastery while Sādhanā.

  • Disciple
    Healer with the original module of Disciple, trainable in the Commerce Age. Able to melee combat and to work at Monastery while Sādhanā. Chinese Monastery can be gathered by up to 6 gatherers.

  • The North Shaolin Sangha
    Levies 13 Shaolin Stick Monks who are the speedy heavy infantry and native warriors of a new religious semi-civ, North Shaolin Temple. Available in the Fortress Age.

  • The South Shaolin Sangha
    Levies 16 Rattan Shields. Available in the Fortress Age.
    The original Shaolin Temple is renamed to South Shaolin Temple.

Chinese techs:

  • Transcendence (Big Button)
    As mentioned at the part of Minister of Revenue above.

  • The Five Precepts
    Researchable in the Commerce Age. Abbot and Disciple get +50% HP and attack.

  • Enlightenment
    Researchable in the Fortress Age. The cooldown of Sangha -25%.

  • Temple Expansion
    Researchable in the Fortress Age. Advances Monastery to Porcelain Pagoda, which improves its HP and raises the limit to the number of the gatherers from 6 to 12. The Sangha cost -15%.
    Porcelain Pagoda may use the original module of the wonder Porcelain Tower.

  • Warrior Monk Force
    Researchable in the Industrial Age. The content of each Sangha +10 units, but costs double.

Indian units:

  • Monk
    Costs 50 coin. An ordinary healer trainable in any age with 100 HP only.

  • Brahmin
    Expensive healer with the original module of hero Brahmin, trainable in the Commerce Age, up to 4. Able to trickle XP pretty well.

  • Bhakti Temple Support
    Automatically Trains 4 Tiger Claws at no cost if this option is chosen.
    Up to 18 and available in the Commerce Age.

  • Udasi Temple Support
    Automatically Trains 3 Chakrams at no cost if this option is chosen.
    Up to 12 and available in the Commerce Age.

  • Sufi Mosque Support
    Automatically Trains 2 War Elephants at no cost if this option is chosen.
    Up to 8 and available in the Fortress Age once Religious Tolerance is researched.

  • Theravada Temple Support
    Automatically Trains 2 Flail Elephants at no cost if this option is chosen.
    Up to 8 and available in the Fortress Age once Religious Tolerance is researched.

Techs:

  • Religious Tolerance (Big Button)
    The options of Support from Sufi Mosque and Support from Theravada Temple are able to be chosen.

  • Jainism
    Researchable in the Commerce Age. Gives 50 XP and 10 XP for every healer and Villager respectively, but they are no longer able to fight.

  • Diwali Festival
    Researchable in the Commerce Age. Monastery starts to trickle export too.

  • Maha Shivaratri
    Researchable in the Fortress Age. Brahmin trickle more XP by 50%.

  • Tapas
    Researchable in the Industrial Age. Monastery units train time -20%.

New Japanese Card

Remove all the current cards relating with wonders, monks, pets, religious warriors, outlaws, mercenaries, Daimyo, Shogun and Wokou Junks for redesign.
Ignore the normal shipment cards of new military units.
The mon cards cannot be sent again in the Imperial Age.

Exploration Age:

  • Ezochi Measures
    Replaces the card Mountain Warrior. Cartographer can use stealth mode, gets +50% hit points and attack, and doubles the resources or XP they acquired from treasures.

  • Dejima Trade
    Ships 1 Consulate Rickshaw, and Villagers gather export 10% faster.

  • Asian Architectural Wonder
    Replaces the card Advanced Wonders. Every building can trickle XP thinly.

Commerce Age:

  • Gouri Ni Karahana (五瓜に唐花)
    The mon of Oda clan. Daimyo increases the siege attack of friendly units in a radius of 24 around him by 10%.
    Ships 1 Daimyo if no Daimyo there. Redeems Daimyo if he collapses when this card arrives.

  • Hire Koga Ninja (500 coin)(Twice)
    Ships 4 Ninja. Shinobi and Ninja cannot be snared, and move at their normal speed in the stealth mode.

  • Recruit Wokou Fleet (500 coin)(Infinite)
    Ships 1 Wokou Junk and 4 Wokou.

Fortress Age:

  • Go Shichi Kiri (五七桐)
    The mon of Toyotomi clan. Replaces the card Stream of Enlightenment. Daimyo reduces the attack of enemy units in a radius of 24 around him by 10%.
    Ships 1 Daimyo if no Daimyo there. Redeems Daimyo if he collapses when this card arrives.

  • Jumonji Yari (十文字槍)
    Yari Ashigaru gets +20% attack.

  • Horo Cloak (母衣)
    Replaces the card Naginata Rider Hitpoints. Kibatai, Akazonae and Daimyo get +20% HP.

  • Hire Saika-shu Troop (1000 coin)(Twice)
    Ships 12 Saika-shu.

  • Hire Iga Ninja (1000 coin)(Twice)
    Ships 8 Ninja. Shinobi and Ninja can use Horoku-dama, an ability similar to the Sabotage, which causes 300 damage to an enemy building or ship from a range of 12, and needs 60 seconds cooldown.

Industrial Age:

  • Shigakukan Dojo (士学館道場)
    Ships 1 Dojo Rickshaw.

  • 8 Samurai (Twice)
    Replaced the card 7 Samurai. Ships 8 Samurai, and no longer improvement there.

  • Rokumonsen (六文銭)
    The mon of Sanada clan. Daimyo gets +200% HP and attack, +10% speed.
    Ships 1 Daimyo if no Daimyo there. Redeems Daimyo if he collapses when this card arrives.

  • Mitsuba Aoi (三つ葉葵)
    The mon of Tokugawa clan. Daimyo increases HP of friendly units in a radius of 24 around him by 10%.
    Ships 1 Daimyo if no Daimyo there. Redeems Daimyo if he collapses when this card arrives.

  • Take ni Suzume (竹に雀)
    The mon of Date clan. Ships 1 Daimyo, and Daimyo +1 limit. Daimyo can train artillery.
    Redeems Daimyo if he collapses when this card arrives.

  • Uma-mawari (馬廻)
    Means the Daimyo’s elite bodyguard. Samurai and Hatamoto get +15% HP and attack.

  • Oniwaban (御庭番) (1500 coin)(Twice)
    Ships 12 Ninja. Ninja uses -1 population, and Shinobi costs -25%.

  • Siege of Osaka (大坂の陣) (3000 coin)(Infinite)
    Ships 15 Ronin. Ronin can be trained at Inn.

  • Akō Incident (赤穂事件)
    Samurai, Hatamoto and Ronin use -1 population but reduce -15% HP. Ronin can be trained at Inn.

  • Recruit Ronin Fleet (1000 coin)(Infinite)
    Ships 1 Wokou Junk and 4 Ronin.

New Chinese Card

Remove all the current cards relating with wonders, monks, religious warriors, outlaws, mercenaries, special banner armies and Wokou Junks for redesign.
Ignore the normal shipment cards of new military units.
The new special banner armies cannot be sent again in the Imperial Age.

Exploration Age:

  • 1 Village Rickshaw
    Just renamed from the card Nomadic Settlement.

  • Minister of Rites (禮部尚書)
    Ships 1 Abbot and 1 Disciple, and their efficiency of Sādhanā at Monastery get +10%.

  • Asian Architectural Wonder
    Replaces the card Advanced Wonders. Every building can trickle XP thinly.

Commerce Age:

  • 2 Village Rickshaws
    Just renamed from the card Nomadic Expansion.

  • Escort Bureau (鏢局)
    Replaces the card Snatch the Pebble and the card 5 Disciples. Ships 5 Armed Caravan Member. Leader and Member get +50% HP and attack, and improve the chance of Critical Strike from 20% and 10% to 40% and 20% respectively. Leader can use Roundhouse Kick, and Member train limit +3.

  • Mongolian Scourge
    This is an existing card. In addition to the original effect, now Mongol Scout get +100% attack, and can be trained at TC, up to 5.

  • Mandarin Duck Squad (500 food)
    Ships 4 Langxian Spearmen and 8 Qiang Spearmen. This banner army can be trained at Frontier Town.

  • Divine Machine Battalion (500 food)
    Ships 8 Three-Eyed Gunners and 2 Flamethrowers. This banner army can be trained at Frontier Town.

  • Dashing King’s Rebels (500 coin)
    Ships 10 Liukou.

  • Recruit Wokou Fleet (500 coin)
    Ships 1 Wokou Junk and 4 Wokou.

Fortress Age:

  • Mabang (馬幫)
    Replaces the card Walk the Rice Paper. Ships a second Armed Caravan Leader and allows him to be retrained at TC. Leader and Member get +50% HP and attack, and Member train limit +6.

  • Green Standard Army (1000 food)
    Ships 10 Chu Ko Nu and 6 Jingals. This banner army can be trained at Frontier Town.

  • Iron Cap Princes’ Army (1000 food)
    Ships 5 Iron Flails and 3 Manchus. This banner army can be trained at Frontier Town.

  • White Lotus Rebellion (白蓮教亂) (1000 coin)
    Ships 13 Mountain Bandits.

  • Mongolian Support (1000 coin)(Infinite)
    Ships 8 Mongolian Horsemen.

  • Recruit Koxinga’s Fleet (1000 coin)
    Ships 1 Wokou Junk and 6 Iron Troops. Iron Troop can be trained at Inn and Wokou Junk.

Industrial Age:

  • Self-Strengthening Movement (2000 coin)
    At War Academic, the banner armies were changed into training single types of the units in group, similar to Russian Blockhouse.

  • Chahar Army (1500 food)
    Ships 15 Steppe Riders and 15 Keshiks. This banner army can be trained at Frontier Town. Keshik, Manchu and Mongolian Horseman reduces rate of fire by 15%.

  • Emperor’s Army (1500 food)
    Ships 22 Arquebusiers and 8 Hand Mortars. This banner army can be trained at Frontier Town. Hand Mortar gets +5% attack against artillery and +15% siege attack.

  • Yong Ying (勇營) (1500 food)
    Ships 8 Meteor Hammers and 14 Changdao Swordsmen. This banner army can be trained at Frontier Town. Changdao Swordsman gets +5% speed.

  • Ever Victorious Army (2000 food)
    Ships 15 New Army Regulars and 15 New Army Riflemen. This banner army can be trained at Frontier Town. Manila Musketeer can be trained at Inn.

  • Nian Rebellion (捻亂) (1500 coin)
    Ships 16 Mazei.

  • Taiping Rebellion (太平天國之亂) (2000 coin)
    Ships 30 Liukou.

  • Chinese Imperial Navy (500 coin)
    This is an existing card, but the effect is changed into shipping 2 Fuchuan at the price of 500 coin.

  • Beiyang Fleet (北洋艦隊) (2000 coin)
    Ships 2 Frigates and 4 Horse Artillery.

New Indian Card

Remove the card Grazing and all the current cards relating with wonders, monks, religious warriors, outlaws, mercenaries, Gurkhas, Flail Elephants and Maratha Catamarans for redesign.
Ignore the additional 1 Villagers and the normal shipment cards of new military units.
The original Mansabdar units in the current regiment cards are changed into 2 normal version units.

Exploration Age:

  • Kshatriya
    Replaces the card Favorable Karma. Zamindar get +50% hit points and attack, and can train Axehilt the Tame Tigers

  • The Raj (300 wood)
    This is an existing card but able to be sent in the Exploration Age now. In addition to the original effect, makes Sepoy, Camel Rider and Zamburak trainable in the Commerce Age.

  • Kolkata Merchant Guild (Team)
    Villagers gather export +10% faster.

  • Asian Architectural Wonder
    Replaces the card Advanced Wonders. Every building can trickle XP thinly.

Commerce Age:

  • Shatagni
    Banduqchis get +20% HP, and Mysorean Rocket train time -20%.

  • Dukkha Suffering
    This is an existing card, but the effect is changed into shipping 1 Brahmin and Brahmin reduces the speed of enemy units in a radius of 24 around him by 15%, unable to stack.

  • Battlefield Construction
    This is an existing card, but the effect is changed into that Banduqchis, Shamsherbaz and Sepoys can build Barracks, Stables, and Castles.

  • Recruit Thuggee Murderers (500 coin)
    Ships 10 Thuggees.

  • Recruit Dacoit Gangsters (500 coin)
    Ships 16 Dacoits.

  • Recruit 8 Bandit Catamarans (500 coin)
    Ships 8 Bandit Catamarans and 3 Thuggees.

  • Recruit 6 Bandit Catamarans (500 coin)
    Ships 6 Bandit Catamarans and 7 Dacoits.

Fortress Age:

  • Rajput Hill Fort (500 coin)
    Ships 1 Qila Richshaw and 4 Rajput Knights.

  • Terror Charge
    Cavalry train time -20%. Zamindar gets +5% speed, and increases the speed of elephant units in a radius of 24 around him by 5%.

  • Desert Terror
    This is an existing card, but postponed to the Fortress Age now.
    The original effect about original Sowars becomes about Camel Riders.

  • Cavalry Attack
    Replaces the card Camel Attack, and is postponed to the Fortress Age now.
    All Stable units get +30 attack instead of the original effect to camels only.

  • Iron-cased Rockets
    Mysorean Rockets gets +30% attack, +50% siege attack, and costs +15%.

  • British East India Company
    This is an existing card, but the effect is changed into that Sepoys, Sowars, and Zamburak get +10% hit points and attack.

  • Emperor’s Own Army (600 coin)
    Ships 30 Banduqchis, and Banduqchi gets +1.0x multiplier against infantry.

  • Incineration (500 coin)(Infinite)
    Ships 9 Arsonists.

  • Maratha Light Infantry Battalion (1000 coin)(Infinite)
    Ships 16 Maratha Light Infantry.

  • Gurkha Rifle Infantry (1000 coin)
    Ships 13 Gurkha Riflemen.

Industrial Age:

  • Red Fort (500 coin)
    Ships 1 Qila Richshaw, and Qila gets +50% HP and +1 build limit.
    Banduqchis, Shamsherbaz and Sepoys can build Qila.

  • Martial Race
    Gurkha Rifleman, Rajput Knight and Jat Lancer can be trained at Inn, and they get +10% HP and attack.

  • Bengal Jute Mill
    Villagers gather export 20% faster, and gather coin from Rice Paddies 10% faster.

  • European Artillery Foundry
    Ships 2 Mortars. Mortar can be trained at Castle.

  • Mechanized Tea Harvesting (Infinite)
    Gives 600 export, and contains +300 export once sent, up to 1500 export.

  • Princely states’ Army (1500 coin)
    Replaces Royal Green Jackets. Ships 2 Sepoys and 1 Sowar for each shipment sent thus far in a game, up to 30 Sepoys and 15 Sowar.

  • Maratha Light Infantry Regiment (1500 coin)
    Ships 26 Maratha Light Infantry.

  • Conflagration (1000 coin)
    Ships 19 Arsonists. Arsonist can use the stealth mode, and gets +10% siege attack.

  • The Jat Horse Yeomanry (1500 coin)
    Ships 8 Jat Lancers.

.
You can see that while adding something new, I still try not to waste the assets created by developers in the past, and to maintain the entertainment as much as possible.

I spent a lot of time searching and reading the cultural and historical details of these 3 civs. However, due to language barriers, the part of the Indians may not be as accurate as the parts of the other two civs. If there is a better name to reflect its effects, comments are welcome.

Thank you for reading. :grinning_face_with_smiling_eyes:

12 Likes

Something I wanted to explain further, but I can’t edit anymore so I’m replying.

The Miyadaiku can also be called “Shrine Carpentry” so that all 5 options are named after English words. Obviously this option is used to replace the effect of the current Toshogu Shrine.

Kibatai literally means cavalry troop. Although that is a more familiar term, it can also be named Kibamusha (騎馬武者) for using a singular noun. Either one is better than simply naming units with weapons.

“Ashigaru” is a broad term for low-level infantry so it is a waste to be used exclusively for musketeers.
Teppo Ashigaru will have no bayonet in appearance, and have lower cost and anti-cavalry melee damage multiplier than the current Ashigaru Musketeer. It will also change to use the same swords as Yumi Ashigaru in melee combat, leaving the yari spears to Yari Ashigaru.

To explain a little more clearly.

  • Ronin: a mercenary unit with the skin of current Wokou Ronin. Cost lower and be weaker than current Ronin.
  • Hatamoto: just a Consulate unit with the skin of current Ronin. Only trainable at Consulate.
  • Samurai: still a regular unit, +10% HP and attack than the current one but trainable at Castle instead of Barrack.

I suppose to remove the Wokou Ronin, which I explained the reason detailly in this thread, but someone suggested to keep it, to give it a new module and to rename it Kabukimono. So the Kabukimono here could be renamed to Monogashira (物頭), the title of the samurais who are the captain and commander of ashigaru troops, also known as Ashigaru Taisho (足軽大将) or Ashigarugashira (足軽頭).

My idea for the Isolationism of Asian civilizations is that I hope it can provide some unique units, rather than special versions of common units. So there won’t be the common version of these Consulate units. If they can be obtained from other ways rather than Consulate, they will still be Consulate units.

In addition, the isolationism of the Qing Dynasty since the Qianlong era was one of the main reasons for China’s disastrous defeat to the Western powers in the 19th century, so isolationism is very meaningful to the Chinese Consulate. Compared with the British, French and Russians, the Germans came to China quite late, and their influence is even less than that of the United States.

Obviously this tech is used to replace the effect of the current Confucian Academy. The player could choose Minister of Personnel to advance the age and make the price of this tech quite cheaper. The Consulate should be protect carefully since it would constantly spawn Flying Crow no matter it is Isolationism or not. However the train time would be longer than at the original wonder since Consulate can be rebuild. If it looks weird to create FC at the Consulate, it could be changed to constantly spawn FC at the military shipment drop point instead of Consulate, and to make the train time more longer.

For now, I would like to rename it to Rocketeer to have lower the description of its background.
On the other hand, a new mercenary called Mysorean Rocketeer could be introduced like a powerful version of the regular Rocketeer.

In order for each Asian civilization to have the same number of options at Consulate, if Indians can get Dutch allies, Japanese and Chinese can also get United States as their fifth option. Of course, once the fourth ally is chosen, the remaining unchosen option will no longer be available, i.e. the player can only switch back and forth from the 4 options that have already been chosen.

To explain a little more clearly. The Abbots and Disciples could be tasted with doing “Sādhanā” at Monastery to improve the XP trickle of Monastery, which looks like they are meditate or practice boxing around Monastery.

To avoid people interested in this term being misled when googling.
This one. Not the Spanish food.

Correction. +30% attack.
.
In my ideas, I’ve used quite a few more culturally in-depth terms, hoping to get people to Google or ask questions to learn more.

5 Likes

I’m going to comment something, so you can comment 3 things in a row.

Hello

They wont do that, this would become the civs unrecognizable

Maybe.

But I want to clarify that my ideas focus on removing or downgrading stereotypes about heroes, age mechanics, and monasteries, and the inns and new cards are just accompanying measures. These changes are less than 50% of the current civilization, and many of them just change the skin and name, and the core effects are preserved. When you still see consulates, castles, banner armies, shrines, sacred fields, etc., you will know these are the same civilizations.

1 Like

Yeah I don’t see them change wonder age up mechanics. they didn’t change age up mechanics for Europeans and Native Americans so why change here?

It’s up to the developers to implement these changes, but I can continue to provide ideas whether or not it’s possible to implement them. I’m not asking or accusing the developers, I’m just willing to share my thoughts, and if there is any developer who can draw inspiration from it, it’s a happy thing to be practiced to any extent.

The current design of Asian civilizations is exactly why I’m not expecting any new civilizations that use the Asian civilization mechanic.

4 Likes