Renewals to the original content and its first two expansions

Outlaws on Asian maps were rarely touched, unlike American ones which have been tweaked a lot or African ones which were very useful. Outlaws should be fair on most maps. If some maps have too good outlaws (like African ones before the nerf), it’s going to change the gameplay more drastically than resource distribution, etc.
Asian civs do not have better outlaw/merc options or ways to improve them like many other civs.


To that I would add that their re-nerf of other non USA outlaws (that they can spam from 3 buildings), just put American-map outlaws back into irrelevance with that pop usage for other civs. Not only that but now they have an even more useless Dance Hall/Atonement card (at least make it give outlaws hp and attack boost for non USA/Mexico civs). For example, a 2 pop pistolero-type unit seems decent with Dance Hall, but 3 pop is too much (1 pop was too generous), 3 pop for comanchero seems okay, considering as reference Black Riders pop.

I completely agree with you, Asian upgrade cards are waaay too specific for units, so if you build mercenaries or outlaws, they don’t get the generic ‘‘all infantry/cavalry/ heavy infantry’’ bonus. For most cases this should be addressed not by just generalizing the bonus to all unit types because of balance, but adding the units manually like devs did for comanchero and cav upgrade cards.

The Germans did not exist as a united nation either, but they are in the game as a civilization…well the same would apply with Italy,using the mechanics of city-states to age up…

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And it’s been discussed many times that Germans shouldn’t have been a civ it should have been austrians and two separate civs. British shouldn’t have had longbows either, that was just someone at Ensemble Studios being too nostalgic.

At any rate Italian city states were collectively too weak to matter at all during this period. But Denmark had colonies (They still have Greenland) and explored America before columbus misread the size of the earth.


Well remember that it is a German civilization,not a united nation as such,that is,it would represent the Holy Roman Empire and on the longbows,the British continued to use them until the English civil war in 1642,for example the royalist army owned thousands of these;instead the parliamentary army had thousands of muskets…


South America needs more natives. Even Central America and the Caribbean could have more natives such as the Tainos.


Turks need to look Turkish, with Turkish texture for architecture, Turkish peasants, grenadiers with Turkish textures, light knights like hussars but with Turkish textures, and artillery carriers with Turkish textures.


I think we can assume that this is being fulfilled. I like the new British unit and their new warship. I would like other civilizations to receive some kind of flagship in the future.

I think it would be relatively easy to polish the minor factions one by one, just as it is being done with the civilizations. Enough research has already been done to update them properly: [Minor Natives topic] Post here your ideas for every single minor natives so the devs can look at.

I don’t think it’s too difficult. Just some code alterations and an image that represents that improvement/technology.

We have also ordered some new units, but I don’t think it will be very difficult. After all they are adding skins to the heroes and sometimes new units.

By the end of the game the strelet of the Russians could cost coins instead of wood once the improvement of ‘imperial strelet’ is done. They use firearms so that would also make more sense. In fact I think they could cost coins+food from the beginning, but I guess the cost in wood is for balance or something like that.

Mounted Nizam-I Cedit (Napoleon: Total War) | Total War Wiki | Fandom
Ottomans could also have a skirmish unit in the barracks, and unlockable gunpowder cavalry with cards replacing the cavalry archer and making it available in the fort. (All this for game end). They also need an infinite native ally, just like the Germans.

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They are doing such renewal, starting for the British
Good, the legacy civs are drawing more of my attention now.

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I suppose that when each civilization ends up receiving their respective facelift, they will focus on the rest of the aspects such as minor factions that would actually be much easier to polish compared to civilizations.


It looks like the European fishing boats will have villagers on them.
I hope the same thing happens with the Native American fishing boats.

(image credit to @Konahrik1140)

I also hope that the way they obtain coins from the Lakota and Jaudenosaunese mines is resolved once and for all. There are already enough proposals in this regard.

I would like you to review the British Cattle as it did not receive any revisions in the recent British rework. They can fatten up and harvest cattle faster than many factions, but it requires a lot of cards and some context, like treaty or maps that have herding cattle.

I think that the best way to update old content related to America and especially South America is that it is accompanied by paid DLC. But how could it be…?, Mapuches as small DLC (?).

With this new expansion it has been shown that the game is improving more than we imagined, so it is easy to assume that new natives for South America, new maps and naval trade routes could be present eventually.


Now that new natives are being added in regions already contributed by old expansions such as the Asian dynasties, to represent those regions with more historical precision, I believe that we should also do the same in South America.

For example these are potential minor factions that could fit into some existing maps, but would ideally add new maps with new fauna and flora. This in order for these tribes to meet the requirement of being present on at least 4-5 maps. Existing maps such as the Andes, the Orinoco and the Amazon could also be subdivided.(Guayu, the Quimbaya, Muisca, Tairona, etc.)

These are some of the minor civilizations that could potentially be in the game and these could be the units and upgrades/techs they could offer:



Unit(s) :

Guecha warrior - Wikipedia

The Franciscan friar, Pedro Simón (1578 – 1620) described the warriors as “men of great physique, bodies, bold, loose, determined and vigilant”. Lucas Fernández de Piedrahita (1624 – 1688) a catholic prelate described the warriors as “brave and determined men, with big beautiful physiques, lightness and skill”. Unlike the common men, the warriors wore their hair very short[5] and were allowed to wear gold beads and ornaments through edge-pierced ears, nose and lips.

The warriors carried clubs, darts, spears, bows and arrows, and slingshots. They took Panche and Calima slaves with them to war. The men went into combat with curled plumes of parrot feathers, and wide ribbons of fine gold encrusted with emeralds. They wore bracelets and fine coral and gold beads. Inks and Jagua tattoos were also used.

It could be a unit like the blowgun warrior, but with a good melee attack. Something like a fusion of the Zapotec lightning warrior and the Caribbean with a blowgun. With good speed. Changes armor depending on the mode it is in (When it attacks from a distance it will have armor from a distance, when it attacks from melee it will have armor from melee). I don’t know what label it might have. Maybe it’s light infantry, or maybe shock infantry.


Worship of the guatative goddess: Unlock a passive ability where every certain amount of time you can sacrifice coins in exchange for a lot of experience.


The origin of the legend of El Dorado (Spanish for “The Golden One”) in the early 16th century may be located in the Muisca Confederation[citation needed]. The zipa offered gold and other treasures to the Guatavita goddess. To do so, the zipa covered himself with gold dust and washed it off in the lake while tossing gold trinkets into the waters. This tradition was well known outside the Confederation, as far as the Caribbean Sea; the Spaniards were attracted by stories of a “city of gold” that did not exist. Indigenous people sometimes got rid of the avaricious Spaniards in that way, pointing them in the direction of other peoples. Lake Guatavita was explored by conquistadors who were looking for gold offerings from the zipa to the goddess. The legend grew until the term became a metaphor for any place where great wealth may be found or made.

Muisca emerald extraction method: Reveal all the emerald mines on the map and you can get more coins and experience from the emerald mines.

This would imply a new type of mine, ‘Emerald Mine’. It’s a new type of mine where villagers can mine experience and coins at the same time, it’s inexhaustible like whales, but only 4-6 villagers can work at a time.

Why also experience? Because emeralds tend to be rarer than diamonds, their value may also reflect prestige, which translates to in-game experience. They were also very popular around the world in that period: Colour of Paradise: The Emerald in the Age of Gunpowder Empires, by Kris Lane (2010) - Not Even Past

Emeralds were exploited using pits dug next to the formation. Because the emeralds from Somondoco were in sedimentary rocks, they would wash clean into the pits during the rainy season


Salt people: The muisca will give you access to a salt mine that you can extract from any point on the map, and you will be able to extract 10% faster from the salt mines. (You can recreate it once it runs out)

They were called “Salt People” because of their extraction of halite from various salt mines on the Altiplano, predominantly in Zipaquirá, Nemocón and Tausa. Muisca mummification - Wikipedia

Salt was mined in Nemocón , Tausa and Zipaquirá, giving the Muisca the name “The Salt People” Muisca economy - Wikipedia

Muisca Barter: Natives are 10% cheaper, and trading posts are 30% cheaper. You will also have access to a construction cart that turns into a muisca market where you will have access to 3 improvements:

  • Excess food: It is a button that converts all current food into coins. It can be reused every 5 minutes and the first time you use it increases crop production by 5%.
    The fertile Muisca lands make food produced in excess, but you can trade it with other tribes.

  • Muisca goldsmith: From now on the muisca market will give you a passive experience income.

  • Muisca Textiles: All villagers are 5% cheaper.

Cotton Cloaks: Muisca villagers and warriors with more tolerance to projectiles. Gives 0.20 armor to projectiles (even if the muisca warrior is in mele mode).

Muisca warfare - Wikipedia

This is a game that I found by chance based on Muisca. Use landscapes like the ones I proposed for the north of the Andes, such as the frailejones.

That’s all for now. Later I will propose about other minor civilizations.


I thought about giving cows a food resource trickle to simulate dairy farming but I realized that there’s a balance issue with providing a 20-stackable food trickle with no downtime and a minimal food investment. Right now I’m thinking that a variation of the Barbacoa card that enables a seperate Dairy Cow unit which generates a food trickle, with an internal food capacity that functions as a timer simulating the dairy cow’s productive years, that then gets either reclaimed or not (leaning towards not since that focuses more on the food trickle, differentiating them from meat cows).

The other thought I had regarding cattle is making them give either a distance based or general buff to agricultural production, simulating cattle ploughs and natural fertilizer. This one seems less tenable though since using regular Cows would make the buff unreliable when the Cows are harvested, and using a seperate Plough Ox or similar type of unit for what is essentially just another Seed Drill-type 15% boost upgrade seems unnecessarily complex. There is the option to let them gather from Mills etc. like Settlers and thus free up Settlers for other things, and that seems more workable, but I don’t really know where else to go from there.

Maybe we could limit the sheep to 15, and the cows to 10 by default, but we could extend the limit with cards. Also the base production could be less, but expand the production capacity with cards.

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I think it’s a good time to reopen this topic.

I still think revolutions should be able to customize their decks.

Gatling Guns should be craftable at Foundries and Fortresses.

Revolutionaries should be able to be created in fortresses and barracks.

Revolutionaries should replace musketeers and gatling guns should replace falconets.

The revolutions should have the same experience systems as the Spanish ones, but for all revolutions.

The scout must become a revolutionary general and have the same skills as other generals in the game.

The units of the revolutions would have to replace the units that fulfilled the same role.


I would also like the revolutions to be reversible. Of course at a much higher cost than the Mexican revolutions. In addition, you would not advance in age, nor would you obtain bonuses from the revolution.