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.