Well their architectural style is kind of a mixture due to their unique geographical position, could be ok with middle eastern but monastery will have to be Christian. Besides, East Asian style is shared by 5 civs already so I don’t see a problem with that.
As for the second question, not really, but they used quite a lot of steppe tribe mercenaries, Monaspas were their unique Steppe Lancers, this is from wikipedia:
The Monaspa was well trained and heavily armed mounted shock cavalry, numbering some 5,000 men. It was known for being primarily composed of landless nobles and foreign mercenaries, specifically North Caucasian steppe nomads: Alans, Kasogs and Kipchaks of which approximately 14,000 Kipchak families were settled in Georgia’s frontier regions in 1118 and baptized.
Of course they could go for a Unique Steppe Lancer Unit that is slightly stronger than regular Steppe Lancers nstead of having access to the Steppe Lancer line. As for the tech, I don’t think it is too OP given the fairly low regeneration rate of 12 HP per minute, for comparison Berber camels regenerate at 15HP per minute and it is already painfully slow, besides, regenerating trash is still trash and does not cost gold but anyway I believe it needs testing to see how well it performs. I do not see it a problem to be put in Castle Age as regeneration rate is so slow it is barely going to make a difference until the game is already a bit into Imp Age time
I do feel bad for them as well, it was probably the reason why devs took so long to decide to switch vietnamese to east asian set.
I think it will be better to make it an imperial age tech.
Trash + regenerating is already way too much as they can be mass produced and then keep using them for raiding and resting, so you never fall short of units as they don’t cost gold and now you are making them reusable unlimited times.
I like the idea but they said no more civs some time ago, honestly with a good set of campaigns I would be happy .Then again if they made a georgian civ with the Battle of Didgori that would be even better¡
I think that it would be great if we will have only two new civs in new DLC- Georgians, Armenians for example- with unique architecture style, and other features would be campaigns, gameplay, maybe new units for old civs (It would be cool if every civ would have at least two unique units and maybe some kind of units like Eagle warriors and Battle Elephants for each group of civs)
I think it’s ok given the fact that they wouldn’t have halbs or thumb ring for skirms. Maybe removing one upgrade for archers (last armor or last attack upgrade) would make you more confortable? Also the cost is around 60% of imperial age, my guess is one would only research it after hiting imp.
Anyway, i like the concept idea. Reduced elevation damage is really fitting for then, and extra wood could be interesting. Surely it would please the georgians out there.
But the steppe lancer? idk how i feel about then. I would suggest the standart knight line instead, but the flavour is gone, since there’s lots of these in the game. Idk tho.
Well, if not new civs, I’d say a great addition to the game would be a civ builder of sorts to use in a custom scenario.
Btw I now realise incas have similar tower cost reduction bonus so I would change that to something else.
As for the steppe lancers, I was first thinking about a UU that is a steppe lancer, the monaspa (ranged melee cavalry). But I kinda reverted that idea and decided to put the generic steppe lancer with slight buffs to their stats that come with a unique tech. I do believe it is very accurate historically, as the monaspas were lancers composed largely of steppe tribesmen (not only Cumans, but other tribes, too). And I do believe you overestimate trash regeneration because first of all it is very slow in hp per minute, secondly, trash dies so easily that in a continuous battle it would not really stand out too much, as usually pikes / skirms only need a few hits to die and a few extra hp that they might get through healing (only if they survive long enough) will really add next to nothing and is easily countered by monks that heal the enemy trash. Besides, they do not get halbs and thumb ring as already mentioned. I do believe it is mostly speculation at this point so we definitely need to test this out.
Also, since hill bonus is kinda in conflict with tatar hill bonus, georgians should still get hit with more damage by tatars uphill but only by the base 25% instead of 50%
A lot of the stuff you came up with, I also came up with, so we’re thinking along the same lines.
Particularly the hill bonus negation - that’s how I had the unique unit work. We also have the same infantry tech tree, though I didn’t give them Supplies because I gave them extra HP. I made them an infantry civilization overall, with good light cavalry and strong cavalry archers as well, and yes, I gave them Steppe Lancers. Overall, very similar to my own idea, but a little different - good job!