Hi everyone I recently joined here but I m long time lover AOE series so with release of DE and new attitude of community friendly devs I have some suggestions that I would them to consider. I m sure some or maybe all of these could be already considered by devs if so please bear with me.
In my opinion some of the old civs has really good potential at the moment feels kinda wasted or meh or simply not living up to their full potential so below I made list of my suggestions good or bad. Some of my suggestions simply for rationalty, some for to make civs more balanced viable and some for both. All of my suggestions are about buffing some kinda meh civs so there no nerf suggestions which to me doesnt take much creativity so I focused buffing and adding new stuff. I do not mandate these of course I m simply pointing out these are all open to disscussion.I hope these stuff that I mentioned here will be fully or to some degree patched to DE or at least provide some extra insight.
-Supplies tech made them less unique only thing that makes them unique is faster creation which is definitly not enough to set them apart, I couldnt think any good unique suggestions for them but something definitly needs to be done.
Spec: Defense, infantry and monks
Despite having full monastery tech tree they really lack solid infantry and defensive bonuses(which supposed to be their specialty towers really fall behind at later stages due to lack bracer) to set them apart in my opinion here is my suggestions for them.So I think these bonuses should be added or swapped with current existing ones.Also teutonic knight very good UU but kinda very very situational.
-Town center +1 attack,1+ range in feudal,castle,imperial age(+3 attack,+3 range in total).
-Give them Bracer or Crenellations should also give towers extra +1 range maybe but cost of tech also should be increased if thats the case.
-Architecture can be given.
-some speed boost for teutonic knight or give them siege rams or maybe both.
- Ironclad should give units(infantry or cavalry or maybe both because right now bulgarians semi-teutonic knight two handed swordsmen are with free upgrade and better speed despite lower armor overall makes them more viable) +2 melee and +1 pierce armor and siege units +5 melee,+4 pierce but cost should also be increased accordingly.
Spec: Gunpowder & Cavalry
-Sipahi can effect all cavalry instead of just CAs after all turks had great cavalry during this time periods so it makes perfect sense in a way.
Result would be fully upgraded
Hussar 115 HP, Cavalier 160 HP and CA 100 HP
but also cost increased again or to balance it differently make it percentage based(cavalry + %25 HP) rather than just straight 20 HP boost which will end up like
Hussar 113 HP, Cavalier 170 HP and CA 95 HP
I dont think 170 HP cavalier would be OP or unbalanced after all malians have very similiar tech just gives extra attack rather than HP.
-Janissary needs to be buffed at this current stage there are very few reasons to choose them over hand cannoneers which are already stronger than normal for turks.
Spec: Defense & open tech tree
-Give them Siege engineers(they really lack late game pushing power despite having good army comp and generally very open tech tree and late game supposed to be the time when they are supposed to shine)
-Either Bloodlines or blast furnace(for catas)
-Masonry(buldings stronger true that but overall(SoTL pointed out in his video)its not a bonus but rather a trade off because at end their castles almost same as other civs’ fully upgraded ones they just dont pay for it or research it)
Spec: Cheaper techs & defense
Chinese has very solid and balanced tech tree but I think these few stuff can really make them perfectly solid, balanced and historiclly makes far more sense.
-Siege engineers(their scorpions are very good kinda feels underwhelmin due to lack of range)
-Hand cannoneers and bombard cannon.(They invented those stuff in first place and they are not that OP civ anyway)
Their knights in castle age are nothing special(yes extra HP but more feels like free bloodlines rather than bonus HP) and paladins are solid but only takes 1 more hit from halbs and also they lacking in super late game trash wars ith only having fully upgraded halbs so buffed would be nice additions.
-Give them hussar.
-Make cav. HP bonus +%25(from %20)
Result would be
120 hp knights, 144 HP Cavalier and 192 HP paladin
125 HP knights, 150 HP Cavalier and 200 HP Paladin
54 HP Scouts,72 HP light cav. and no hussar
56 HP Scouts, 75 HP light cav. and 93 HP hussar
Spec: Faster infantry
Their infantry faster but %5 faster doesnt make much impact I know that cumans had similiar case but cavalry was far more OP than infantry so I believe this is still viable to try out at least.
-lower %15 speed bonus to %10(staring in feudal age)
-give them squires
Spec: Light Cavalry & Cavalry Archers
-Give final archer armor and cavalry armor.(their hussars’ extra HP feels like trade off rather than bonus and fully upgraded Heavy CA beats mongols’ faster firing Heavy CA I know they have mangudai but its a late game unit and can only be made from castle if it made them very OP that can be taken again after all balancing all about trial & error)
-Give them steppe lancer(makes perfect sense and its nerfed now anyway)
-Buff tarkans a bit more to make them more appealing.
-Replace atheism with something else(just like persians boiling oil tech)
Spec: Camels & Elephants
-Elephants archers needs to be buffed in some way.( they are lacking at the moment almost nobody uses them)
-Give them battle eles.(makes a lot of sense they are recently nerfed too)
-Replaces their team bonus.(very underwhelming)
-Start with 2 llamas instead of one.(good bonus but still lacks)
Spec: Gunpowder & Navy
-Give them siege engineers(Again like byzantines they are supposed to shine in late game but due to main reason they lack pushing power and really fall behind)
-Replace their team bonus.(again useless bonus)
Spec: jack of all trades master to none
-Replace their team bonus.(Useless bonus)
-foot ranged unit hp boost to %25 or %30 maybe(like %20 FA, %25 CA and %30 IA)
Spec: Cavalry Archers & Light Cavalry
-Replace team bonus
Also some new ideas I think that can be used but I didnt think about where.
-Gold mines lasts longer(like mayans bonus but only for gold)
-Stone mines lasts longer(like mayans bonus but only for stone)
-Trees lasts longer(like mayans bonus but only for stone)
-Huntables lasts longer(like mayans bonus but only for stone)
-Farms lasts longer
-Team bonus:Castles work rate +%10
-Team bonus:TC work +% ??