I looked a bit in detail into the new Civs and Have some Idears for Balancing Changes and potential Problems:
First what seems fine:
Getting Cavalier in Castle seems ok bcs they have no Bloodlines. Getting Eco ups earlyer is hard to judge yet, that Farms make Gold sound op first, but its very little (someone said around 1 Relic for 40 Farmers) so it seems all fine.
Flemish Milita is hard to judge yet, but to get around 80 Military at the start of Imp sounds like a very strong all in, which might be unstopbale. But it would be balancebale by adjusting their stats in this case.
Potential Problems and Solutions:
Their Unique Unit: This Units Charge Attack MUST be nerfed.
It gets up to 40 additional Attack. With this atatck they can 1 Shot Arbs and nearly 3 Shot Paladins. After that Attack they can run Away to a Castle, charge up and 1 shot again.
1: reduce the additional Attack bcs 1 Shoting Arbs and nearly Halb is to much. 40 is sure to much.
2: Make them a litle bit slower then Knights. Knights have a Speed of 1,35. If they have a Speed of 1,25 then they cant just run away after they did their Charge attack which would make it possibale to Punish them after a bad engagment.
3. Could give them a Movespeed debuff for a short Time after they did their Charge attack to force them to stay in the fight for a bit after their Charge attack.
The reduced Bonus dmg might be strong in Feudal Age for Archers/ Scouts, but they dont have very strong Arbs/ Paladins to abuse it later on ingame, and in Castle Age you mainly fight Knights vs Crossbow or Crossbow vs Siege, which has no Bonus Dmg. But the reduced Bonus dmg might be strong for their Unique unit vs Hand cannoniers.
The Eco bonus is very Weak because it safes Wood when the Farm expieres, because the Farms lasts longer:
Food from 250 to 325 = 30% more food: more wood Value --> 250*60 / 325–> The Farm costs 46 Wood, but you get the safed 14 wood when it expieres
Heavy Plow: from 375 to 575 --> 39 Wood cost (when expiered)
Last Farm upgrade not that important, because it takes SUPER long until you reseed the first time with it.
Comparison: Teuton bonus = 40% cheaper = 36 wood per Farm --> Bonus dont safes as much wood as Teuton. It safes more in Post imp. Additionally to the fact that it safes less wood in Castle age, it dont safes it right at early Feudal age when you build the Farm, but in early Castle Age when you reseed them. Later safed Res are worth less, because you have a bigger eco = fairly weak eco bonus for their lacking Tech tree = very depending on Unique Unit/ Tech
They seem to depend on their Unique Unit a lot and with this on their Towers.
The units seems strong, but also very expensiv with 60F 35G. Also you need stone to produce it so i gues it will be kinda balanced by its cost.
Tower Rushing might look strong at first, but the Towers cost 200 Stone and only fire additional Arrows from Vils:
–> Tower rush Starts have low Eco: with low eco you wont be bale to produce 200 Stone towers, Vils and Sergants at once (or at least not a lot). Also it costs more to repair them because they cost more then a Tower and you can build less. Additionaly they are 4 Tiles big, which makes them easyer to surround with vils to take them down.
If you send your vils back to have a better eco to get more sergants, then you will lose Tower wars because Sergants dont fire additional Arrows, while enemy Towers with Vils inside will.
If its still to strong nerfing the Donjons Hp in Feudal age and/ or Sergant production time in Feudal Age might be an idear.
I dont think yet a Tower rush in early Feudal age will be problematic, but they will be strong with a Sergants attack in mid Castle age, when you can attack with mass Sergants and Forward Towers.
Potential Problems and Changes:
Their Unique Tech: You can get 10 Sergants per TC IN CASTLE AGE.
10 Sergants would cost 950 Resources, and the Tech itself costs around 1k Res. With 4 Tcs you get 4 times the Units for your Res, which would be a very strong Castle Age push and a bit to much I think atm.
1: Make it more expensiv of a Tech (simple, but not best Solution I think)
2: Switch the Castle Age with the Imp Tech. If it would be the Imp tech it would be a much higher investment to go for the tech (because you need Imp first) and additionally would come later Inagme, when the Enemy has a bigger army to defend. This way it wouldnt be such a very strong Castle Age Push and easyer to defend, because in Imp the Enemy has a bigger Army himself.
Switching the Techs also wouldnt make the other Tech OP, because its not Worth to get the Tech before the Player has a big army. Their might be some Situations in which it might make sense to get the Gold, but it shouldnt be abusive.
Another Weird Thing and possibale Change:
I dont understand why the Burgundians have a Relic (team) bonus, but the Sicilians, which are supposed to be a Crusader Civ (with their Sergants and First Crusade Tech) would be much more fitting for such a Bonus.
Give the Relic Bonus to the Sicilians and Change it to: relics produce additional Stone to Gold.
Right now it seems the Sicilians will be very depending on their Unique Unit, because they dont have any other outstanding Unit in their Tech tree. To produce them they need Stone. Because of this a Bonus which would give them a little bit of Stone would have a Good synergy with their Civ design from a Game design perspectiv and it being a Relic Bonus would also suits their Theme as a Crusader focused Civ.
Obviously the Burgandians would then need another Team Bonus which would Suit their Cav Theme
Now my Question to you Guys:
1: What do you think of the New Civs, do you agree with my First Impressions:
2: What do you guys think about my potential Problems and potential Solutions/ Changes to the Civs
3: If you like the idear to give the Sicilians the Team Bonus to get a little bit of Stone from Relics which Team bonus would you then give to the Burgandians?