The current design of Sicilians is weird. They produce very strange games and are annoying to play with or against because of their unique mechanics that heavily reduce strategic and unit choices.
Also with the last hauberk patch, they now are extremely strong against almost all archer civs but still quite bad against cav civs, which often leads to civ wins with or against them.
I propose a complete overhaul of the civ that keeps some of the unique features and mechanics sicilians currently have but throws away all the silly ones that should never have been part of the game. But fyi not first crusade. But the order of the UTs instead. First crusade is an interesting mechanic for a fast lategame transition that I really like to keep. Imo it’s not overpowered if it is indeed a lategame transition that usually would take much more time to execute - and a killer blow mechanic that needs ages to execute is just unnecessarily stalling. If you are losing, first crusade can’t shift the game in your favor anyways. But a faster transition into a donjon rush can safe all players a lot of time if the sic player has the advantage.
Civ Bonusses:
Can build Donjons intead of Towers.
Start with + 50 Stone
Farm Upgrades provide +100 % more food and +5 % speed for villagers.
Infantry Armor upgrades are free (blacksmith required)
Skirmishers and Pikemen attack +15 % faster
Stone mines last + 20 % longer
(if this is too weak one extra bonus could be: Unit Upgrades cost 50 % less gold)
Unique Units:
Serjeant
Balista (that replaces the scorpion line)
Balista: 75 W / 75 G / 30 secs training time
Balistas shoot normal projectiles that have no blast damage and also don’t travel through their targets, but ballistas are affected by ballistics
Can be garrisoned into castles and donjons (counts as much as 2 garrisoned villagers).
50 HP
Deals 35 % of the units max HP pierce damage (15 pierce damage to buildings) (EG knights would receive 35 - 2 = 33 damage from a single hit)
ROF 3.2
Range 8
Armor: 0 melee / 6 pierce
Speed: .7
Heavy Balista: 75 W / 75 G / 30 secs training time (1000f / 1100g upgrade cost)
Heavy Balistas shoot normal projectiles that have no blast damage, don’t travel through opponent units, but Heavy Ballistas are affected by ballistics.
Can be garrisoned into castles and donjons (counts as much as 3 garrisoned villagers).
60 HP
Deals 45 % of the units max HP pierce damage (20 pierce damage to buildings)
ROF 3.2
Range 9
Armor: 0 melee / 7 pierce
Speed: .7
Ballistas are intended as ranged support to target down the most valueable of the opponents units. With that they are an ideal complement to the sicilian serjeant that has quite high armor but low damage output. While the serjeant deals very well well with all kind of low value units, the balista is ideal to deal with high value units - as long as the sic player manages to protect it well.
UTs:
A) Hauberk becomes a castle age tech. Cost is adjusted to 250 F 200 G.
B) First Crusade: Now Imp tech, Cost up to 600 F / 600 G
Tech tree changes:
Blacksmith: Sicilians get access to ring archer armor
Stable: Sicilians get access to hussar
Archery Range: Sicilians get access to thumb ring and heavy cavalry archer
Hauberk isn’t a problem anymore if sic lose their bonus damage resistant. Archer civs could then use their counters against the sicilians knights and cavaliers. With better working counters against sicilians the serjeant becomes more and more interesting for the civ as it is such an effective trash counter unit, especially with free armor on it.
Sicilians good counter mechanics and army comps can compensate for them having quite underwhealming walls, so sicilians should try to get the military advantage, control the map and game. If they like they can work towards a final deathblow with a donjon rush, but their veratility and unique would units allow them to close the games in basically any fashion they like. Their weakest phase will most definetely be the early game, so it would be the ideal civ choice for all the freaks (like me) that love to be initially behind but use all different tools to stabilize, get control and finally try to end the game with superior strategy. (i.e. right the opposite of the current design of the civ around a basically uncounterable, but in a standoff subpar knight line)
At the same time with that overhaul some things can be tested by the devs:
A) What influence slightly better counters have in gameplay - can they be an alternative for walling early for more defensively minded players?
B) What if there is one more counter option against knights (Ballista)
C) Can the serjeant finally be put in a useful role in unit comps? Can we have interesting infantry units for unit comps that challenge the stale knight/archer meta? (infantry power units can only work inside comps because of the lack of a trash counter, so the serjenat need to be paired with ranged units)
D) In general: What comps and gameplay is possible with a wide open tech tree and are players capable of using it to it’s full potential? Does it make gameplay more interesting to have that flesibility or being matched with an unpredictable civ? Or is important for the development and finding a “role” to have matchups with clear strenghts and weaknesses to strategize around (too much flexibility can possibly also lead to undefined roles and players getting confused, which would be bad)?
Why this?
Well because currently sic make just no sense. SIc have one of the best trash counters in the game with the serjeant, but trash is heavily nerfed against sic anyways because of the silly 50 % damage reductions. So, why do they have that strong trash counter if opponents try to avoid making a lot of trash against them anyways?
Sic castle drops are stupidly easy, their whole roster is geared against archer civs and they produce weird gameplay currently Nobody really knows what to do with or against this civ, as it has random bonusses that in most cases just not synergize at all (unless the opponent allows them to, like letting them boom, castle drop and get to their lategame powerspikes, but in most cases this is just not possible for them and then their whole construct of bonusses falls apart quite heavily).
In almost all other cases the gameplay with and against this civ just feels random and nobody really knows what is going on. The civ is just confusing. At least for me.
And the - 50 % counter damage mechanic is just stupid.