Rework Idea: Add "Japan - Historical" civ (Current Japan becomes "Japan - Classic")

Some civs are ridiculously poorly portrayed in AOE2. We all know this. However, some cases are more egregiously divergent of KNOWN HISTORICAL FACTS than others. (such as New World civs)

But of the older civs, one of the most egregious is Japan.

This Japan-Historical may be added next to the existing “Japan-Classic” for players who want to stick to the old flavour. This civ would field S-tier archers including the strongest cavalry archers in the game coupled with infantry who hit fast and often, but need to crutch on guns or skirmishing to deal with heavy armor. I aimed to be as historical as possible within AOE2’s constraints (i.e. no stealth system means no ninjas, and I remembered warrior priests and mikos too late to fully add into this idea), so I will first present most of my reasoning, then you can scroll down to check out the balancing adjustments I gave to the units. Though it was during the balancing that I discovered Samurai war bows to be Longbow-tier and had to adjust around that, a fortunate thing as they gave the civ a powerful niche. Of course, for gameplay balance I avoided 10+ range (when fully upgraded) cav archers as could historically exist thanks to the Yumi longbow’s asymmetric structure.

Not only do Japanese equipment and tactics need to be portrayed better, Samurai as a social class also need to be portrayed appropriately. Samurai originated as cavalry, primarily relying on archery, and were separated from the footmen by social class, so for political reasons Japan didn’t work out massing cavalry until the Takeda clan tried it out during the Sengoku Jidai. Even during the invasion of Korea, Japanese cavalry tactics were similar to China’s Spring and Autumn period where two-horse chariots (in Japan’s case, samurai acting as cavalry archers) would circle each other and exchange arrow fire in partially ritualized combat.

Nutritionally, Japanese units in AOE2 do not have the large food discounts that would make it possible for their daimyos to be the heights they were. It is known approximately that Takeda Shingen was 1.62 m, Oda Nobunaga was 1.66m, Tokugawa Ieyasu was between 1.56m-1.60m and Uesugi Kenshin was 1.56m. The famous hero Sanada Yukimura was 1.63m tall, and Nobunaga at 1.66m was famously tall. While mass combat is more reliant on equipment, tactics and training, in brutal melees, mass and reach matter, a lot. And if the wealthy nobility of a country are so unused to rich food that they die of upset stomach after eating fried food, as Tokugawa Ieyasu did… Well, I invite you to read Japanese historiography and their accounts of daimyo diets, and see the average heights calculated from graves and preserved armor sets, before anyone tries to convince me Japanese don’t need something like -20% or more food discount on all units in Imperial Age.

In an account from the battle of Byeokjegwan by Kunitomi Gen’emon—born 国富貞次, Kunitomi Sadatsugu, 1546-1632, famous for physical strength, rated 73 in Martial in Nobunaga’s Ambition, said to be “無双の勇士” a peerless champion of the clan he was a retainer for—saw a Chinese soldier in very heavy armor (according to Chinese analysis, a cavalryman who’d lost his horse and his weapons, and was thoroughly lost) and charged him with his sword, only to bounce off his armor a few times. The soldier tackled Kunitomi to the ground and tried to strangle him, with Kunitomi attempting and failing to stab him with his wakizashi. Kunitomi ended up getting saved by one of his retainers running over and shoving the soldier off of him to finish the job.

And let’s look at their armour technology… There are lacquered torso armor sets (indicative of considerable wealth, though by Ashigaru i.e. conscript standards) from Sengoku Jidai times that are about 4kg in weight. Without ninjutsu-fantasy material science, this would provide minimal protection against anything that isn’t a simple slashing weapon, and it might even be better to just go naked for less burden and to be unnerving (hi there Woad Raiders). At least it’s a match for the known facts that the leading cause of death was arrow fire (piercing ranged weapon), the second being yari (spears i.e. piercing melee weapons), and katanas being far back in the list. In comparison to continental equipment, the Sengoku Jidai matchlocks (superbly effective against Japanese armor) recorded poor performance against Ming armored cavalry. In one case, a ball lodged in a Ming commander’s helmet, adding some décor, and another Ming general being shot in the chest drew blood, but was stopped well enough by his cloth-faced-armour (brigandine) the man didn’t even need to leave the field for medical care.

Weights for Samurai armor sets are cited at about 30kg for the early mounted O-Yoroi and about 15-20kg for the foot Do-maru (which became more popular later). These are actually decent weights, and provide useful protection despite Japanese iron quality, because alternating with lacquered leather scales provides NERA-like behaviour and damage absorption.

Japanese blacksmiths really did their best with the terrible ore and sponge iron tech that they had, but you can still tell from the shape of the katana what it’s made for, and the entire range of Japanese swords is the same shape scaled in some way. Its Tang Dao ancestry shows in its heavy spine, but Tang and Song Dao blades were usually slabs with a sharpened edge and point, able to thrust and slash yet mainly optimized for chopping semi-blunt damage against heavy armor, used as a sidearm. Thinner curved swords are far superior against mainly unarmored targets, where less momentum is needed and you can get more hits in faster. The Japanese swords are all curved with thick, heavy spines, so are intermediate between these, optimized against lightly armoured targets as far as local resource conditions permit. This makes sense considering heavy armour was much rarer in Japan.

Japan-Historical should be an attack-rate instead of alpha-strike civ and quite weak against heavy enemy armor (the Matchlock Ashigaru should retain some effectiveness, and bringing up the field artillery should work).

Factoring in ALL the historical realities that can be accommodated? I get this:

Barracks:

Swordsmen Line: (Dark Age) Militia, Wa Kenshi, Tachi Bushi, Katana Samurai

Spearman Line: (Feudal) Spearman, Yari Ashigaru, Elite Yari Ashigaru

Arson, Squires, but no Gambesons

Archery Range (a field where the Japanese are quite well off):

Archer Line: (Feudal) Archers, Bow Ashigaru, Elite Bow Ashigaru

Skirmisher Line (ahistorical, for gameplay purposes): Skirmisher, Elite Skirmisher, no Imperial Age upgrade.

Cav Archer Line: Samurai Cavalry, Elite Samurai Cavalry (armor upgrades are Barding upgrades even in Yumi mode though), initially produced slower here than at Stable (same speed after Castle UT)

Teppo Ashigaru (Hand Cannoneer counterpart, cheaper but less anti-infantry bonus).

Thumb Ring but no Parthian Tactics.

Stable:

Scout Line: Scout, Light Cavalry.

Heavier Cavalry: Same as Cav Archer Line (see details).

No Bloodlines, but yes Husbandry (lighter burden means even relatively small horses can move pretty fast)

Siege Workshop: Buffed in Field, Nerfed in Siege

Capped Ram, Onager, Scorpion, Bombard Cannon (ADDED)

Docks: Hard Nerf with a discount to help, Japanese medieval ship tech was far inferior to continental, and even this is a great kindness on my part…

War Galley (Galleon removed), Fast Fire Ship, Demolition Ship, Lou Chuan

All support techs

New Civ Bonus: -10% ship costs in Imperial (total -30%W, -10%G after Shipwright) except for Lou Chuan.

Replaced Cannon Galleon line with Lou Chuan because Shogun 2 Total War players can recall the Bune ships are basically a rectangular wooden fort on a hull. A Lou Chuan is exactly that, but with a smaller fort (for stability) and more often using sails for cruise power (or all the power if oars are not installed). Japanese technology was mostly learnt form the Tang and then Wuyue, and to this day kimono shops sell 吴服 or “Wu outfits”, so since they didn’t put siege guns on ships, the appropriate naval siege for them is the Lou Chuan.

Monastery: May be Unchanged or may upgrade to some manner of Warrior Monks (naginata or spear users) in Imperial Age. I considered adding Heresy due to Bushido, but then I remembered how many turncoats there were during each civil war.

Defences: Buffed, gain Bombard Tower.

Blacksmith: Nerfed hard, remove Blast Furnace and Plate Mail (Plate Barding was already missing). Also, the Archer Armor upgrades are not used for the Yumi mode of Samurai Cavalry, they continue to rely on Barding upgrades.

University: Bombard Tower researched here of course. Lose Siege Engineers as Japanese sieges weren’t stereotyped as physical demolition of stone walls or earthworks by bombardment or siege engines. As for the Japan-Classic lack of Architecture, Japanese castles were very well built for terrain advantage, but the wooden top parts leave something to be desired for durability, so that stays the same.

Eco techs: No adjustments needed, I agree with the original design which considered low diversity in food and available farmland to justify absence of crop rotation, lots of bare rock on mountains so don’t need stone shaft mining.

Preliminary Japanese discounts would therefore be:

Less Food for most units, but also weaker units due to poor nutrition.

Gold discounts to represent use of leather instead of metal for armor, or composite materials over metal in other equipment.

Less wood cost for ships as they, er, weren’t the most sturdily built.

Now, the sort of stats I expect, factoring in expected Japanese discounts from Feudal onward (I estimate 10/20/20% food and 0/10/20% gold on swordsmen line).

Men-At-Arms: 50F/20G, 45 HP, 6 melee (+2 shock infantry, +2 standard building), 2 reload, 0/1 armor, infantry armor class, 0.96 speed.

Wa Kenshi (Japanese Swordsmen): 45F/20G, 45 HP, 5 melee (+2 shock infantry, +2 standard building), 1.7 reload, 0/0 armor, infantry armor class, 1 speed.

Longsword: 50F/20G, 60 HP, 9 melee (+6 shock infantry, +3 standard building), 2 reload, 1/1 armor, infantry armor class, 0.96 speed.

Tachi Bushi: 40F/18G, 50 HP, 7 melee (+4 shock infantry, +2 standard building), 1.6 reload, 1/1 armor, infantry armor class, 1 speed. Centuries of ever-increasing prohibitions on eating meat since the 700s didn’t do the Japanese physique any good by the early second millennium when the samurai class rose to prominence.

2HS-Champion: 50F/20G, 65-70 HP, 12-14 melee (+8 shock infantry, +4 standard building), 2 reload, 1/1 armor, infantry armor class, 0.96 speed.

Katana Samurai: 40F/16G, 60 HP, 8 melee (+4 shock infantry, +2 standard building), 1 reload, 1/1 armor, infantry armor class, 1.05 speed. Though the longer, heavier tachi was traded for a shorter, lighter weapon, I estimate weapon damage per useful hit to be similar or slightly better due to better skill, training, technique, and point control, but the interval of hits would be MUCH shorter.

They provide unparalleled cost-effectiveness against low-armor enemies but will get their asses handed to them by high-armor opponents, so it’d be a good time to put their mobility to use and RUN. Real-life samurai frequently did simply flee, as evidenced by casualty rates from battles not being extremely high for samurai.

Current Japanese infantry get 33% higher rate of attack (so 25% shorter reload for 1.5 reload) starting in Feudal Age, which fails to represent the nutrition profile of a Medieval-era Japanese or their technology level.

The Japanese are an outlier to the tech tree model that more or less works across most of Eurasia, but for an extra flavourful added version of multiplayer Japanese in a Japan-centric DLC, I think this could work. Maybe even as the basis for a “Chronicles: Shogunate” entry. Obviously, these can’t be subject to the anti-unique unit attack of Japan-Classic’s Samurai.

Let’s see if my swordsmen’s 10/20/20% food and 0/10/20% gold works for the others, prices shown AFTER discounts

Spearman: From 35F/25W to 31F/25W, otherwise either unchanged or lose 5 HP (from 45 to 40)

Pikeman: 35F/25W, 55 HP, 4 Melee (+25 Elephant, +22 Cavalry, +18 Camel, +16 Ship, etc.), reload 3, 0/0 armor (Infantry, Spearman classes), speed 1.

Yari Ashigaru: 28F/25W, 50 HP, 4 Melee (About +20 Cavalry, +20 Elephant, etc. so between Pikes and Spears), reload 3, 0/0 armor, speed 1.02

Halberdier: 35F/25W, 60 HP, 6 Melee (+32 Cavalry, +28 Elephant, +26 Camel, +17 Ship, etc.), reload 3, 0/0 armor (Infantry, Spearman classes), speed 1.

Elite Yari Ashigaru: 28F/25W, 50HP, 4 Melee (Pikeman level bonus damage), RANGE 0.5 (can reach past another infantry unit!), reload 3, 0/0 armor, speed 1.02 (longer pike weighs more, so even a more experienced soldier can’t run any faster with it)

Now, for Archer Line… the problem is that the various composite bows used in East Asia were GOOD, and these troops would be armored almost to the level of front-line infantry as per the usual for East Asian ranged troops, not like in Europe, except for Southern Song where the infantry was much heavier-burdened.

There is one problem, however, and that is the power of East Asian composite bows. English longbows are reported accurate up to about 70 meters, and could reach over 330 meters, while Shigeto Yumi could shoot up to 400m with 80m effective. And the Higoyumi is stronger and longer-ranged still (can pierce target at 132m in a contest doesn’t mean that much though for effective use range). In comparison, arbalest effective range is about 40-60 yards or 36-54 metres, though the bolt can reach 400m, due to user skill. In other words, Arbalest base 5 range in AOE2… is about 50 meters. So Shigeto Yumi would be about 7 base range and Higoyumi about 8, for reliable shooting. Now, I’m not taking off Bracer because the Japanese damn well had arm and hand armor (at least for samurai), so this will definitely be an archer civ.

Archery Range:

With the above discounts, archer line gets too strong. We can just have Archer line be a Crossbow/Arbalest reskin for Yumi Ashigaru and Elite Yumi Ashigaru.

No changes or discounts needed for Skirmishers (ahistorical for Japan but kept for game balance).

Hand Cannoneer: 45F/50G, 40 HP, 17 Pierce (+10 infantry, +2 ram, +1 spears), reload 3.45, range 7, accuracy 75%, 1/0 armor, 0.96 speed.

Teppo Ashigaru: 36F/40G, 35 HP, 15 Pierce (+5 infantry, +2 ram), reload 3, range 7, 0/0 armor, 1 speed

Remember: Thumb Ring but no Parthian Tactics.

Stable:

Scout Line: Scout, Light Cavalry. No Bloodlines, Blast Furnace, and Plate Barding is a problem, but the discount of 10%/20%/20% (72F Feudal, 64F Castle/Imperial) makes it not entirely hopeless for niche uses.

Medium Cavalry: Can switch Yumi/Naginata and (Elite) Yumi/Yari modes. Let’s compare the units it is a composite of first… I suggest looking to Coustillier for mounted polearm attack animations (could be better but usable enough for now). They should be significantly worse than a knight, but (due to the innovation of asymmetric bow limbs) significantly better than a typical Cav Archer’s recurve bow. Unfortunately, in AOE2 the HP gap of knights and cavalry archers is obscenely huge.

Cav Archer: 40W/60G/37 seconds, 50 HP, 6 pierce +2 vs Spearman, reload 2, range 4, accuracy 50%, 0/0 armor, 1.4 speed

Knight: 60F/75G/30 seconds, 100 HP, 10 melee, reload 1.8, 2/2 armor, 1.35 speed.

Steppe Lancer: 70F/40G/24 seconds, 60 HP, 9 melee, reload 2, range 1, 0/1 armor, 1.45 speed.

Samurai Cavalry (melee): 60F/72G/37 seconds, 80 HP, 9 melee, reload 1.8, 1/1 armor, range 0.5 (possible hit priority, and can fight from behind an infantry unit), 1.35 speed.

Samurai Cavalry (ranged): 60F/72G/37 seconds, 80 HP, 7 pierce, reload 2.5, range 5, accuracy 75%, 0/0 armor (lack of protective body posturing!), 1.35 speed.

Weapon switching takes 2 seconds when idle, progress slowed by half when non-idle.

Hmm, it’s much better than conscripted tribesmen cav archers would be, except for speed, well, a high cost should deal with that (horses were very expensive in Japan’s terrain conditions).

Unlike Rathas, Samurai Cavalry get +50 (or similarly absurd to block all the bonus damage) in the Archer and Cav Archer armor classes when in melee mode, and reset those armor values back to 0 when switching to ranged mode, so that they do not take bonus damage from Skirmishers in melee mode! (Though I can understand in the case of Rathas, since the horses remain a big javelin target)

After 20% food and 10% gold discount (Castle Age), a base cost of 75F/80G turns into the 60F/72G/37 seconds shown above, reasonably reflective of the costs of horse maintenance in Japan. The ability to fight from behind an infantry unit corresponds to how they were used as squad leaders before the Takeda ignored the political posturing and concentrated their cavalry. Of course, their main role was mounted archery, as skirmishers (ritualized combat).

1v1 they can beat a Steppe Lancer (it’s a nomad conscript with a spear, not an elite) in melee, but not cost-effectively, or a cav archer in ranged. However, in groups and cost-effectiveness, heavier continental cavalry will ride straight over them in melee as intended (and as historical). However, they are better (and slower) than most as cavalry archers, and their specific bows confer a range advantage to offset the speed problem.

For the upgrade, expected cost around 900F, 500G, like Heavy Cav Archer, but the stats could be (again with Cavalier and Heavy Cav Archer for contrast):

Heavy Cavalry Archer: 40W/60G/30 seconds, 60 HP, 7 pierce +4 vs Spearman, reload 2, range 4, accuracy 80%, 1/0 armor, 1.4 speed.

Cavalier: 60F/75G/30 seconds, 120 HP, 12 melee, reload 1.8, 2/2 armor, 1.35 speed.

Elite Steppe Lancer: 70F/40G/20 seconds, 80 HP, 11 melee, reload 2, range 1, 0/2 armor, 1.45 speed.

Elite Samurai Cavalry (melee): 60F/64G/30 seconds (after discounts), 95 HP, 11 melee, reload 1.8, 2/2 armor, range 0.5, 1.35 speed.

Elite Samurai Cavalry (ranged): 60F/64G/30 seconds (after discounts), 95 HP, 8 pierce, reload 2.5, range 5, accuracy 90%, 1/1 armor, 1.35 speed.

You still have to avoid melee with enemy heavy or medium cavalry, even a generic late Castle Age knight (with Bloodlines) will crush you (let alone post-Imperial enemy heavy cav), but as a cav archer, you are the best there is, even if your extra-large bow and armor kit can be a bit awkward (longer reload) on horseback compared to a nomad draftee with his short recurve bow.

Castle Unique Unit: “Shigeto Yumi Bushi”, estimate (no discounts here) 40W/60G, 45 HP, 7 pierce attack (+3 siege), 2.5 reload, 7 range, 1/1 armor, 1 speed (matches skirmishers so you can run away from them, unlike most foot archers at 0.96 base speed)

Elite form (800F/500G upgrade) called “Higoyumi Samurai”, 50 HP, 8 pierce attack (+4 siege), 2.5 reload, 7.5 range (when fully upgraded, only 1.5 shy of Briton Elite Longbows), 1/1 armor, 1 speed.

It turned out me just mashing numbers in managed to produce a historical outcome that actually looks relatively plausibly balanced (the longbow equivalent can only be used sparingly due to the cost). Now, to consider a couple reasonable economy bonuses and Unique Techs, and how to phrase what I already gave out… Here:

New Civ Bonus: Barracks units, Stable units, and Teppo Ashigaru discounted 10/20/20% food in Feudal/Castle/Imperial Age, and 10/20% gold in Castle/Imperial Age.

New Civ Bonus: -10% ship costs in Imperial (total -30%W, -10%G after Shipwright).

Revised Civ Bonus: Fishing ships work 5% faster per age, as per Japan-Classic, but no increase in durability or armor.

New Civ Bonus: Gold mines last 50% longer, no effect on gather rate (see: Iwami Ginzan Silver Mine, which produced a large proportion of the world’s silver for more than three centuries, not to mention the other mines like Sado gold mine)

Castle Age Unique Tech: Sengoku Mobilization. Barracks and Archery Range units train 25% faster.

Imperial Age Unique Tech: Lessons of the Imjin War. Samurai Cavalry +10 HP (both forms), mode switch 100% faster (takes half the time, does not reset attack reload), and gain 1/1 base armor when in melee mode.

Team Bonus: Villagers and Scouts (including Eagle Scout or Camel Scout) +1 Line of Sight (works as an early eco bonus)

I just can’t think of samurais as archers or cavalry, no matter how history tells the opposite.

They are just so iconic and distinctive solely as foot swordsmen for almost everybody.

2 Likes

Exactly like man-at-arms, which should be a cavalry unit

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Well, with men-at-arms, foot knights were a thing. Just like how I have several groups of samurai.

And @II.Selim “The Tale of Tawara Tōda” for example tells of him killing a giant centipede… with a bow.

The big flappy panels on O-Yoroi armor are clearly for screening against ranged attacks, anti-melee protection tends to be much more contour-hugging (i.e. the later Do-Maru).

Why not make a mod with this idea?

You mean every aoe2 civi.

4 Likes

What? Nutritionally? :joy::joy::joy:

I think regional skins would resolve most of your issues with japan without making the game overly complex. One of aoe2’s strength is that we don’t need to learn the unique stats and gimmicks of 6 units lines for all 45 civs. (and devs don’t have to balance said units)

I don’t think the japanese units were so different from the standard units that they would all need unique stats and mechanics. For example you want to give 0.5 range to the Japanese replacement for halberdier. Even for “historical accuracy”, there is no reason japanese get this bonus when so many civs were using pikes or polearms of similar length. Some, like the pikes employed by Spanish tercios, were far longer.
Maybe these soldiers were not called halberdiers, but they fullfilled a very similar role.

Also, most of your replacements looks like straight buffs, with very few nerfs in return.

Swordsmen: I don’t think it is “historical” that japanese swordsmen were attacking twice as fast as any other swordsman.

Handcannons: considering how cheap yours are, I don’t think they are weaker than standard one, and they are definitely more well-rounded with their faster attack. It’s weird to give them such good weapons, considering they bought them to portugueses.

Archers: So britons had to give up everything in order to receive their range bonus, but your japaneses get the same bonus, + the unique tech for free, on top of their infantry, cav archer samurai and gunpowder?

I have a better comparison: axe throwers throw their weapon at 5 tiles in game, and ~12m historically. It sounds right that japaneses archers should have 30 range.

The range samurai (historical accuracy): I see your points on japaneses having strong cav archer. However samurai were also fighting on feet, whereas steppe people were basically spending their whole life on their horses. I don’t think it would make sense to give japaneses the best cava archers.

The range samurai (not very balanced if you ask me). So in castle age, it’s basically a camel archer. Camel archers are a top-tier unit and are locked behind a castle. You can see where the problem is.
In imp, it is similar to a magyar cav archer. The thing is, yours get its stats for free while magyars have to pay a thousand res for recurve bow. And it is worth a thousand res.

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The Japanese have already one of the strongest Cavalry archer in the game.

@RealGuardian54, I thought your post was an interesting read! But having read it, it sounds to me like the current Japanese civ already includes most of your key points: faster attacking infantry, strong foot archers and cavalry archers, below average heavy cavalry, and siege weapons that are nothing to write home about until the late game.

I do think Japanese could do with some adjustments to make them feel more thematically Japanese to play as. One could definitely justify an extra unique unit (since they only have one, and two is gradually becoming more normal) – possibly even three, on the grounds that they were quite isolated and thus culturally distinct from other civs. However, I think the proposal takes things too far from the usual AoE2 civ structure. It would be fine for a mod, but too much for the main game.

By the way, it seems like you might be interested in the Sengoku mod for The Conquerors:

Yes, I think the reason Japanese are being singled out here is because the OP knows about them. Someone with suitable expertise could write something similar about any civ.

I see that trying to avoid bias has overcompensated. Nerfbat time it is then!

@FasterScarf7691 I am pleased to know that I’ve managed to avoid (too well) the burning desire to take typical samurai physical heights and hammer Japanese stats down to the Chinese (and Korean) opinion of them, which is “猴子骑狗” (lit. “Monkeys riding dogs”).

I’m Chinese, so giving Bushido-infested Japan a fair shake is a challenge for me, that I think I’ve overcompensated for. This game doesn’t do civ debuffs anymore, so I can’t go “Okay Imperial Age -20% food costs, -20% HP, -20% attack, +50% attack rate, done” or similarly blanket stuff. I have to tailor it better to the Japanese condition.

Japanese cavalry should get absolutely RUN OVER by any other heavy cavalry in a straight-up fight, with barely a ripple. But yes, I may have made them too un-garbage in my quest to be fair to the Medieval Japanese.

“most of your replacements looks like straight buffs” Does lower HP, including losing Bloodlines, and dropping Plate Mail/Blast Furnace mean nothing these days?

The only help I had trying to keep things relatively steady was from AI, which isn’t all that great. I’m glad for your advice, I can just keep Pikemen then (under a changed name), no need for Halb (or equivalent) at all.

“steppe people were basically spending their whole life on their horses. I don’t think it would make sense to give japaneses the best cava archers.”

And steppe people were often so starved for technology and metalworking they were using bone arrowheads. During the end-Yuan chaos, many Mongols joined the rebels because they were sick of having to sell their children into slavery to afford the armaments that each draftee was responsible for providing for themselves. Put together? Most steppes draftees wouldn’t even have armour. Meanwhile, Samurai cavalry, however few (expensive) they may be, at least had some armour on them (and are slower than steppes cav archers as a result).

@TommoChocolate Current Japanese vastly overhypes their metalworking and does not at all review how awful their nutrition was compared to mainlanders. So someone needs to come out and remove some food cost, HP, armour and anti-armour hitting power from them.

I saw you nerfs their heavy cavalry, it for sure makes them more predictable, but their archers are still a very strong play. It’s like facing spanish on nomad, you know what’s coming, but you might still die to it.

For range units it’s less important, especially if they outrange other range units.
Your mounted samurai are worse than fu magyar CAV archers, but the magyar player need to spend a 1000 Res to equal your unit’s dps, and after that another like800 res on armor and Parthian tac.
Even if you make your heavy samurai upgrade more expensive than heavy ca, it’s still a much greater power spike in early imp.
In castle age Japaneses would have both the best foot archer and the best cav archer in the game.

I don’t know much about their personal equipement, although they did use complex and powerful composite bows. Maybe at the end of the yuan dinasty they were in that poor state you describe, but at other times they became immensely rich from their successful campaigns, and hired very expensive engineers to lay sieges (as shown in the tatars and mongols siege techs).
I’m assuming individual soldiers were allowed to pillage cities as a payment, in which case I think an imperial mongol army (when they were prosperous) would be well equipped, even compared to east asian or european standards.

A civ design doesn’t have to reflect every historical aspect of the real world civilisation it represents. Also, a food discount doesn’t suggest poor nutrition to me – it suggests an efficient supply system. (Although I’m not sure if this is what the similar Inca food discount is supposed to represent.) I know that you also went for weaker units, but that’s not really within AoE2’s game logic.

I mean, it’s your proposal, so you can do what you like with it. But I don’t think there can be many people thinking “when I play as Japanese, it doesn’t feel like I’m really playing as Japanese because my units aren’t malnourished enough”.

On the other hand, lower quality metalworking is very much something AoE2 can represent. But if you have a civ with weak infantry and cavalry that can’t be upgraded much, people will just focus on their archers.

A historical mod would be perfect for this kind of experiment. The civilizations won’t be balanced of course, as they were historically, but it would make some fun challenges possible.

OP no longer editable, so will post a new version in a comment shortly.

Also, in my own documents, I buffed the Swordsmen so the comparison is now (Japanese prices shown post-discount:

Men-At-Arms: 50F/20G, 45 HP, 6 melee (+2 shock infantry, +2 standard building), 2 reload, 0/1 armor, infantry armor class, 0.96 speed.
Wa Kenshi (Japanese Swordsmen): 45F/20G, 45 HP, 5 melee (+2 shock infantry, +2 standard building), 1.7 reload, 0/0 armor, infantry armor class, 1 speed.

Longsword: 50F/20G, 60 HP, 9 melee (+6 shock infantry, +3 standard building), 2 reload, 1/1 armor, infantry armor class, 0.96 speed.
Tachi Bushi: 40F/18G, 50 HP, 8 melee (+4 shock infantry, +2 standard building), 1.7 reload, 1/1 armor, infantry armor class, 1 speed. Centuries of ever-increasing prohibitions on eating meat since the 700s didn’t do the Japanese physique any good by the early second millennium, when the samurai class rose to prominence.

2HS-Champion: 50F/20G, 65-70 HP, 12-14 melee (+8 shock infantry, +4 standard building), 2 reload, 1/1 armor, infantry armor class, 0.96 speed.
Katana Samurai: 40F/16G, 60 HP, 9 melee (+4 shock infantry, +2 standard building), 1.3 reload, 1/1 armor, infantry armor class, 1 speed. Though the longer, heavier tachi was traded for a shorter, lighter weapon, I estimate weapon damage per useful hit to be similar or slightly better due to better skill, training, technique, and point control, but the interval of hits would be MUCH shorter.

So I examined the matchup:
Compared to the best Cavalry Archer there is, both fully upgraded (including Imperial Age UT)…

Magyar Heavy Can Archer: 80 HP, 10 pierce +4 spearman, 2 reload, 8 range, 4/6 armor, 1.4 speed.

Elite Samurai Cavalry (ranged): 105 HP, 11 pierce, 2.5 reload, 8 range, 3/3 armor, 1.35 speed.

The Japanese needs exactly 16 hits to kill the Magyar, or 15 x 2.5 = 37.5 seconds at least. The Magyar kills the Japanese in exactly 15 hits, or 14 x 2 = 28 seconds.

The Magyar costs 40W/60G and trains 25% faster (or 20% less time, so 24 seconds) to the Japanese 60F/64G (including discounts) which trains in 30 seconds.

I detect nothing overpowered about this considering it’s the highlight of the Japanese tech tree.

Also, the archer UU at 40W/60G costs 50% more gold than Briton longbowman’s 35W/40G, while having… Oh, OH I see now what you mean!

In Castle Age Briton Longbowmen max out at 5 + 2 (Blacksmith) + 1 (Yeomen) + 1 (Civ bonus) = 9 range, while Japanese would max out at 7 + 2 (Blacksmith) = 9 range too. No, that’s not okay. I will nerf Castle Age UU down to 6 range for 8 max in Castle Age, gaining 1.5 in the upgrade to Imperial Age UU (which maxes out at 7.5 + 3 = 10.5 range to Briton 12).

CORRECTION:
TRIBAL CHIEFS became immensely rich, and hired engineers. The common tribesman remained destitute and basically slaves, a status that didn’t change throughout the Mongol khanates. This is a large part of why they were so easily assimilated by local cultures, because the local cultures treated the common tribesmen far better than the Mongol tribal leaders did!

Ever since it became known that the famous warrior Sanada Yukimura was 1.63m tall, at least a plurality of the biggest game market in the world (China) has viewed Japanese samurai stories through the lens of “猴子骑狗” i.e. “monkeys riding dogs”. Oda Nobunaga’s nickname for Toyotomi Hideyoshi, which was “monkey”, helped confirm that even wealthy medieval Japanese were pretty damned short due to diet.

To quite a significant part of the world population, playing medieval Japanese internally is fine (see: Shogun 2 Total War), but combat against other nations without some sort of nutrition issue and associated problems is either a gameplay compromise (increasingly unnecessary nowadays as there are other ways to balance, like I recommended here) or gross handwavium, whitewashing, and/or glorification.

Teuton Paladins while watching other Paladins race on past, even before he puts on the extra armor from the UT: “Am I a joke to you?”
The Teuton Scout is so far out of the field in terms of being stuck with a weaker unit at the same cost that he’s not even audible.

Bloodlines is so common that any civ without bloodlines has been nerfed. Same idea for Squires. You should recognize that having weaker units has always been part of AOE2 since at least The Conquerors.

That’s fine, just look at Franks who are just fine with specializing into one unit type with everything else as support.

I just showed that Japanese, despite their historical problems, could be reasonably balanced. And they are as isolated as can be had across the contiguous band of Eurasian civilizations who grew up with significant contact and trade with each other.
Sub-Saharan African civs (not including Ethiopia and East Africa) might be a bit more difficult due to less interchange.
American civs though… you’re right for those, I can’t see how to balance them without copious handwaving.

I wouldn’t try to have 6 or more unique units in 1 civ in AoE2.

For 25 years, generic units have been symbolically representing similar units for the peoples, for example, The Crossbowman also means more skilled or improved bowmen for ethnic groups without crossbows; The Knight symbolizes heavy cavalry for each civ, even though non-European ones probably did not have feudal noble status like European knights.

The Japanese in AoE3 will be more in line with OP’s expectations. As for in AoE2, unique skins can be a solution.

I mostly agree, but the OP can no longer be edited, so I’ll post the updated version now, it’s mostly using base units now, though some variations had to be made for Swordsmen, and there are two true UUs and a regional (warrior monk) besides that.

We are, however, long overdue for a common “Veteran Archer” and “Elite Archer” because a LOT of civs just didn’t use crossbows to any real extent, so having the different skin for the same units is still good to see.

Gimme a sec and I’ll post a general thread reply with the updated summarized version.

Japan-Historical Summarized

Archer Civ

Revised Civ Bonus: Fishing ships work 5% faster per age, as per Japan-Classic, but no increase in durability or armor.
New Civ Bonus: Barracks units, Stable units (including Samurai Cavalry produced at Archery Range) and Monks discounted 10/20/20% food in Feudal/Castle/Imperial Age, and 10/20% gold in Castle/Imperial Age.
New Civ Bonus: -10% ship costs in Imperial (total -30%W, -10%G after Shipwright).
New Civ Bonus: Gold mines last 50% longer, no effect on gather rate. See the Iwami Ginzan Silver Mine, which produced a large proportion of the world’s silver for more than three centuries, not to mention the other mines like Sado gold mine.

Team Bonus: Villagers and Scouts (including Eagle Scout or Camel Scout) +1 Line of Sight (works as an early eco bonus)

Castle Age Unique Tech: Sengoku Mobilization. Barracks and Archery Range units train 25% faster.
Imperial Age UT: Lessons of the Imjin War. Samurai Cavalry +10 HP (both forms), mode switch 100% faster (takes half the time, does not reset attack reload), and gain 1/1 base armor in melee mode.

Barracks: Katana Samurai (line modified from Feudal onward, details at bottom), Pikemen (represent Yari Ashigaru), Arson, Squires, but no Gambesons (unless testing demands them).

Archery Range: Elite Archer (Arbalester reskin, for cultures without wide Crossbow use), Elite Skirmisher, Elite Samurai Cavalry (produces slower than at Stable before Castle UT), Thumb Ring, no Parthian Tactics.

Stable: Light Cavalry, Elite Samurai Cavalry, no Bloodlines, yes Husbandry.

Siege: Capped Ram, Onager, Scorpion, Bombard Cannon (ADDED)

Dock: War Galley (Galleon removed), Fast Fire Ship, Demolition Ship, Lou Chuan, all support techs. Japanese naval prowess in the Medieval period wasn’t that great. The Bune warships were most similar to a grossly overbuilt Lou Chuan without enough reserve stability.

Monastery: Warrior Monk (Could be a regional Imperial Age upgrade for many East Asians, with the weapon handwaved as a guandao or glaive), All techs except Heresy (as per Japan-Classic).

Defenses: Keeps, Bombard Tower (gained)

Blacksmith: No Blast Furnace, Plate Mail, Plate Barding. May lose Ring Archer Armor if warranted due to poor local metallurgy.

University: Gain Bombard Tower, lose Siege Engineers, unchanged lack of Architecture.

Economy: Unchanged, still lacks crop rotation and stone shaft mining.

Castle Techs: No Sappers as per Japan-Classic. As for Hoardings… Japanese castles were very well built for terrain advantage, but the wooden top parts leave a great deal to be desired for durability, so keeping Hoardings depends on testing.

CASTLE UU:

“Shigeto Yumi Bushi”, 40W/60G, 45 HP, 7 pierce attack (+3 siege), 2.5 reload, 6 range (8 max in Castle Age while Britons have 9 max), 1/1 armor, 1 speed (matches skirmishers so you can run, unlike most foot archers at 0.96 base speed)

Elite form (800F/500G upgrade) called “Higoyumi Samurai”, 50 HP, 8 pierce attack (+4 siege), 2.5 reload, 7.5 range (when fully upgraded, 10.5 to Briton Elite Longbows’ 12), 1/1 armor, 1 speed.

RANGE/STABLE UU:

This is your medium cavalry and cav archer rolled into a single unit: Samurai Cavalry, 75F/80G base. In both modes it uses Barding upgrades, not Archer armor.

Weapon switching takes 2 seconds when idle, progress slowed by half when non-idle (up to 4 seconds because it’s harder to stow away your weapon and change to another when fleeing/charging/fighting). Only susceptible to Archer and Cav Archer bonus damage in ranged mode, unlike Rathas (who logically stay vulnerable to javelins because the chariot horses are big targets). Melee version produced at Stable, ranged at Archery Range, but both can shift modes as needed.

CASTLE AGE:
Samurai Cavalry (melee): 60F/72G/37 seconds (with Castle Age discounts), 80 HP, 9 melee, reload 1.8, 1/1 armor, range 0.5 (possible hit priority, and can fight from behind an infantry unit, but not across another cavalry unit, fits historical role of cavalry in Japan before the Takeda massed cavalry tactics), 1.35 speed.

Samurai Cavalry (ranged): 60F/72G/37 seconds (after Castle UT), 80 HP, 7 pierce, reload 2.5, range 5, accuracy 75% (before Thumb Ring), 1/1 armor (still wearing significant armor, unlike Steppes herdsmen draftees), 1.35 speed.

ELITE: upgrade costs about 1000F/600G, 100/100 more than Heavy Cav Archer.
Elite Samurai Cavalry (melee): 60F/64G/30 seconds (after discounts), 95 HP, 11 melee, reload 1.8, 2/2 armor, range 0.5, 1.35 speed.

Elite Samurai Cavalry (ranged): 60F/64G/30 seconds (after discounts), 95 HP, 8 pierce, reload 2.5, range 5, accuracy 90%, 1/1 armor, 1.35 speed.

NOTE: They will get run over if you engage continental heavy or medium cav in melee, as historically occurred when Japanese cavalry met Ming cavalry in Korea, so melee mode is to charge enemy vulnerabilities or as a last resort.

MODIFIED SWORDSMEN LINE:

These reflect the effect of poor metallurgy and chronic malnutrition, compared to the stock units they should be about these stats, with the discounts factored into the displayed costs. Good against unarmoured or low-armored targets, awful against heavy armor.

Men-At-Arms: 50F/20G, 45 HP, 6 melee (+2 shock infantry, +2 standard building), 2 reload, 0/1 armor, infantry armor class, 0.96 speed.
Wa Kenshi (Japanese Swordsmen): 45F/20G, 45 HP, 5 melee (+2 shock infantry, +2 standard building), 1.7 reload, 0/0 armor, infantry armor class, 1 speed.

Longsword: 50F/20G, 60 HP, 9 melee (+6 shock infantry, +3 standard building), 2 reload, 1/1 armor, infantry armor class, 0.96 speed.
Tachi Bushi: 40F/18G, 50 HP, 8 melee (+4 shock infantry, +2 standard building), 1.7 reload, 1/1 armor, infantry armor class, 1 speed. Centuries of ever-increasing prohibitions on eating meat since the 700s didn’t do the Japanese physique any good by the early second millennium, when the samurai class rose to prominence.

2HS-Champion: 50F/20G, 65-70 HP, 12-14 melee (+8 shock infantry, +4 standard building), 2 reload, 1/1 armor, infantry armor class, 0.96 speed.
Katana Samurai: 40F/16G, 60 HP, 9 melee (+4 shock infantry, +2 standard building), 1.3 reload, 1/1 armor, infantry armor class, 1 speed. Though the longer, heavier tachi was traded for a shorter, lighter weapon, I estimate weapon damage per useful hit to be similar or slightly better due to better skill, training, technique, and point control, but the interval of hits would be MUCH shorter.

WARRIOR MONK:

Imperial Age Monk upgrade, the upgrade icon is where Missionary would be for Spanish. Modelled with naginata in this case (explains lack of flurry of spear thrusts). 80G (after 20% gold discount), 60 HP base (75 with Sanctity), 15 melee (+4 cavalry), 2 reload, 1/1 armor, shock infantry armor class, 1 speed.

This monk is a warrior first and if you simply right-click an enemy, will default to conversion only outside range 4 or if path to melee attack target is longer than 5 or 6 (if this is possible to code). You have to hotkey-command conversions if you want to make sure.

When idle, behaviour depends on Stance (like other military units). It will default to attacking enemy in its reaction-to-enemy radius over healing allies when in Aggressive Stance. In Defensive Stance it moves toward enemies within 4 tiles, then heal allies (or if it can’t reach enemies it targets, it will heal allies), then attacks enemies outside 4 tiles.

Of course, if you right-click an ally it will heal or move to the ally, and right-clicking a relic will pick up the relic (disabling weapons until it drops or stows the relic). Attack-move behaves like any other melee unit in attack-move, instead of using conversions.

Calculations show this leaves a Samurai (2 blacksmith armor upgrades and +2 melee attack from upgrades) on a sliver of health after a fight (Samurai kills this in 7.8 seconds, 6 reloads between 7 hits, and this would take 5 hits or 4 reloads totalling 8 seconds to down a Samurai, while generic fully upgraded (3 blacksmith armor upgrades and +4 melee attack from upgrades) 2HS end up winning with 1 hit left (13 HP), and Champions at 2 hits (assuming both got 4 hits in). Fits the expected duelling profile quite well.

FINAL NOTE:
Civ intro blurb must not talk about honor, no one in the rest of East Asia buys that tripe and it wouldn’t garner positivity there. Discussing the labours of the artisans or the increasingly rigid caste society, however, would be true, honest, and fair, because they REALLY had to work hard to make sponge iron useable, and made well-performing bows, and deserve respect for that.