I made these ideas long time ago, but I didn’t post them as soon as possible, and forsooth, the next patch mainly about buffs and nerfs for some civilizations seem already revealed. However, I still want to post these ideas although WE HAVE TO SEE HOW THE NEXT PATCH WILL BE GOING, so I revised certain ideas based on the next patch, especially Hindustanis. Keep in mind, these ideas can be debatable, arguably bad, so so, and so on.
My New Ideas and Balance Changes for Some Civilizations
General:
- Bombard Towers deal +10 damage against rams and trebuchets (they still two hits kill a packed trebuchet, but they do more damage against an unpacked trebuchet)
- Thumb Ring, archers fire faster with better accuracy up to 97% (except War Wagon and Genoese Crossbowman which already have 100% accuracy)
- Hussars -5 HP (I consider them as the best unit in the game. They still get killed by halberdiers in 3 hits)
- Winged Hussars -5 HP
- Husbandry costs 200f (to offset archers’ nerf)
Bengalis:
- Paiks, land units costing gold (excluding mangonel, scorpion, and trebuchet) attack 20% faster
- Ratha and the elite version have 1.9 rate of fire
Burmese:
- Units within 4 LoS of monastery are healed up (bad)
Britons:
- Sheperds work 15% faster (making them slightly harder to afford archer upgrades)
Celts:
- Stronghold affects town center
- Elite Woad Raiders get +1 pierce armor or +5 HP
Dravidians:
- Trees last 20% longer
Franks:
- Castles cost -20% stone
- Throwing Axeman costs 60f & 25g (they kill almost all infantry efficiently and have better results against counter units than most infantry UU can do)
Hindustanis:
- Ghulam costs 45f & 35g
- Ghulams’ bonus damage against archer reduced to 2/4
- Ghulams’ bonus damage against eagle warrior reduced to 1/2
- Camel riders attack 20% faster
Incas:
- Starting llama removed
- Crop Rotation removed
- Farms built 50% faster, yield -50% resources, cost 50% cheaper (a promising economy bonus when upgrades are researched, reflecting Inca famous terraced farm)
Magyars:
- Deer and boars last 15% longer (can be for between Goths and Magyars, but I prefer for Magyars due to their history)
- Scout cavalry, light cavalry, hussar cost 10% cheaper (if the previous idea belongs to Magyars)
- Units kill wolves in one strike
Poles:
- Folwarks immediately collect 11% of food from nearby exhausted farms
Or - Stone miners generate 36% of gold out of the stone collected
Sicilians:
- Infantry inflict 3 area damage when dying
- Land units (except siege weapons) take 10% less damage in Dark Age, 20% less damage in Feudal Age, 30% less damage in Castle Age, 40% less damage in Imperial Age (later ages, better equipment)
- Serjeants’ base attack increased to 6/9/12 (they, with Donjons, were primarily the civilization identity, but they are too costly for what they have or can do and suffer more just because of Hauberk Cavalier. Serjeants have low DPS and low speed, and almost all infantry UU cost effectively against them, even Obuch wins 1v1)
- First Crusade makes each town center (max 5) spawn 5 Serjeants; units are more resistant to conversion (to offset the previous idea)
- Hauberk gives cavalry +1/+1 armor, costs 750f & 600g (optional)
Slavs:
- Boyar (non-elite version) get +1 melee armor
- Detinets replaces 33% stone cost of towers and castles with wood
- Military buildings, including castles, provide +5 population capacity
- Arrowslits added
Spanish:
- Skirmishers (including Genitours) deal +1 damage to mounted units in Castle Age, +2 damage in Imperial Age. This reflects Javelin Almogavar to counter mounted units.
Vietnamese:
- Rattan Archers HP reduced to 35/40
- Foot archers (including skirmishers) get 20% more HP
- Paper Money costs 600w & 300g (better 500w & 250g)
Vikings:
- Berserkergang costs 450f & 800g, affects all infantry (same rate for berserkers, very slow rate for other infantry)
Sorry that I can’t speak English properly. Honestly, I really want Malay to get buffed. After all, thanks for replying and having such a great discussion.