These are just some of the ideas I had in mind; they’re just little tweaks that I know will never happen, but oh well, I did it mostly to distract myself. If you see that they’re not in alphabetical order, that’s because I did them in the Hispanic alphabet, so please forgive me for that. I started with the Europeans since they have the most similarities among themselves. Unfortunately, due to time constraints, I hadn’t gotten to the Ottomans yet, but believe me, I left them with a lot of nerfs… at least in my head, lol.
Germans:
Units:
Crossbowman: Disabled
Landwehr: Available at the Barracks from Age II
Settler Wagon: Construction limit reduced from 20 to 10, population cost reduced from 2 to 1
Buildings:
Tavern: Disabled
Mercenary Camp: Available from Age II
Cards:
Scharnhorst Reforms (Age III): Free upgrade for veterans to Landwehrs and increases their damage by +4, allows free research of the Landwehr Watcher upgrade in Age III but researches extremely slowly (Landwehr Watchers grant +300% research points)
Mercenary Camps (Age III) Renamed to Wallenstein Mercenary Corps: Allows German mercenaries to be trained at Mercenary Camps and increases the coin yield from camps by 1 100%
- Sends 2 Black Riders instead of 3 Uhlans.
British:
Units:
Ranger: Reduces their ranged armor by 5%, improves their damage against light cavalry by +0.50.
Buildings:
Manor House: Allows you to garrison villagers (up to 3 maximum).
Cards:
Florence Nightingale (Age I) Cost: 100 wood: Sends 2 Manor House Wagons and allows Manor Houses to heal nearby units.
Wool Harbors Team (Age I): Allows farm animals to fatten up 20% faster, and when assigned to buildings, they fatten up 35% faster. Sends 3 sheep for the entire team.
Spanish:
Units:
Swordsman: Melee damage increased by +1
Buildings:
N/A
Cards:
Fencing Instructor’s Equipment (Age I): Improves the damage and hit points of Scouts by 20%. Scouts’ damage against Treasure Keepers, Outlaws, and Mercenaries is increased (x3 against Treasure Keepers and x5 against Outlaws and Mercenaries).
Tercio Tactics (Age II): Converts all Pikemen into Swordsmen. Swordsmen now specialize in countering heavy infantry (instead of cavalry), and the Pikemen’s bonus against cavalry is increased.
-Pikemen: +x1 against cavalry
-Swordsmen: Increases bonus against heavy infantry to x3
Reconquest (Age III): Send 1 Conqueror for every 3 Archaic units lost so far, up to a maximum of 10. Replaces Dragons with Conquerors.
Conqueror: Population cost set to 2.
French:
Units:
Skirmisher: The Voltigeur Guard upgrade improves the French Skirmisher’s damage against heavy infantry.
Skirmisher: +x0.50 against heavy infantry.
Dragon: Disabled.
Mounted Rifleman: Enabled but renamed Chasseur à Cheval (Available in Age III).
Substantial changes: Its ranged attack will be limited to a charged attack of 39 damage in Age III with x2.5 against cavalry and x1.75 against shock infantry. (which recharges every 60 seconds) (the range of its charged attack will be 15 and will be affected by Cavalry Snail technology)
Its melee damage is reduced from 45 to 35, but consequently all its bonuses, both negative and positive, are removed. Instead, it will have a x1.60 bonus against cavalry and x1.35 against shock infantry.
Buildings:
N/A
Cards:
Louvre Team (Age I): Increases the XP drip from church-type buildings by +0.10, sends a book crate with 100 XP for the entire team, and reduces the cost of church upgrades by 15%.
Richelieu Regiment (Age IV): Sends 4 Hussars, 2 Cuirassiers, and 2 Chasseurs à Cheval, increasing cavalry damage by 5%.
Dutch:
Units:
Emissary: Gains a ranged attack dealing 5 damage with a range of 10: x1.20 against Treasure Guardians, x3 against Mercenaries, x3 against Outlaws.
-Now construct military buildings
-Cost increased to 60 food
Merchant: Their Coin Collection bonus also applies to farms, and working mills yields a small trickle of coins (0.10 per merchant).
-Merchants can now only construct civilian and economic buildings.
-Merchants can no longer construct military buildings. Skirmisher: Acquires a Guard upgrade called “Flankeur”
- “Flankeur” Guard upgrade: Dutch Guerrilla with increased Damage, hit points, and a bonus against light infantry
- Skirmisher grants a 0.60x bonus against light infantry
Buildings:
N/A
Cards:
Peace of Munster (Age I): Send 2 Emissaries and allows them to construct defensive buildings, as well as military buildings 60% faster.
Flemish Revolution (Age III, cost: 750 Food, Gold, and Wood): Transforms all your villagers into Halberdiers, melee infantry gains +2 damage, and Town Centers now produce Halberdiers for free.
Italians:
Units:
Pavisier: In Melee mode, he gains a slight bonus against cavalry (x1.74)
Buildings:
Lombard: With the Usury Card, he gains a small trickle of gold (0.15)
Cards:
Finance Guard (Age I): Killed units yield a percentage of gold (up to a maximum of 3000). Grants a trickle of 1.25 coins.
Steel Bolts (Age III): No longer available.
Heavy Pavises (Age III): No longer available.
New: Genoese Crossbowmen (Age III cost: 400 food and 250 wood): Pavisers with increased range, damage against heavy infantry, armor, and hit points. (Essentially both cards combined into one)
Now… while I didn’t get to the Ottomans, these were the nerfs I thought of for them:
Abus Gunner: His Imperial upgrade no longer grants +2 range.
- His Guard upgrade resets its cost from the Legacy game (450 food and 600 food and gold).
- His fire rate increases from 3 to 3.5.
Humbaraci: He is no longer affected by the Ocemi Oglan school card.
- His Ulufeli Guard upgrade no longer reduces his gold cost by -5; instead, it increases damage against artillery units by x0.10.
- His gold cost increases from 80 to 90.
- He no longer has double armor; instead, his armor will be 50%, but only against siege damage.
All Spahi cards will gain +100 to their food cost for each Spahi.