Proliferation of Civs with too many bonuses

I am saying Mayans have +1 vill on top of 15% longer lasting resources and the games still remain competitive. So 10 wood per vill bonus whose numbers pretty much equal a lumberjack in raw stats will also remain balanced.

For a civ that relies on elephants and faster transitions to confront heavy cavalry civs, shoudn’t they get a bonus just as good if not better than Hindustanis who have bonus on camels to start with. My qualm with the civ is that it has three very differnt wood bonuses with very little flexibility.

If needed the bonus can be staggered as 8,10,12 across dark/feudal/castle age which would let them use the wood bonus flexibily. Wood gathers roughly 30% faster than food after walking is taken into calculation. But wood is needed in bulk early game compared to food and lumberjack upgrades give more productivilty than food and gold upgrades. So wood has to be far higher than food discount.

I want the civs to be simple enough to understand and play. If the civ were to play like vikings economy so be it, remove ‘thumb ring’, ‘25% faster firing skirms and elephant archers’, ‘hand cannons’ and ‘medical corps’ and replace it with a castle age unique tech
“Strike Corps” - Archery range units fire 25% faster

The bonuses will look like this

Civilization bonuses

  • Receive 10 wood for every villager trained.
  • Fishermen, Oyster gatherers, and Fishing Ships carry +15.
  • Barracks technologies cost -50%.
    Team - Fishing ships +4 LOS

Very similar to OG vikings

Civilization bonuses

  • Wheelbarrow and Hand Cart free.
  • Warships cost -15%/-15%/-20% in the Feudal/Castle/Imperial Age.
  • Infantry have +20% hit points starting from the Feudal Age.
    Team - Docks are 15% cheaper

A towncenter does not fire arrows by default either. Should we remove stone cost of towncenters too?
Just because nobody at the top level is able to abuse fortified church does not mean that it is balanced. It just shows how complex gameplay has become. IMVHO fortified church should be like ‘winged hussar’, the upgrade should be available only to armenians and georgians in their monastry costing wood and stone. This way they don’t become a bonus by default. But a technology that needs to be paid for. Currently folwark, camel scout, eagle scout, caraversari are implied as a bonus themselves.

Without Siege enginners, they struggle late game. A 25% discount gives them more staying power. I had to come up with a number than bridges trade cart discout with gunpowder. 25% seemed optimal.

The ratha thing was just a suggestion. If needed just remove their team bonus of trade generating food and repace it with +2 bonus vs skirms.

I have not played the 3 kingdom civs. This bonus seems to go against basic game mechanics. I was never a fan of khmer bonuses either.