Rework of Sweden:
My issue with Sweden’s design:
Historical:
Sweden had a small population, and therefore used mercenaries to supplement its army.
I think the devs tried to make that happen, but for a variety of reasons that vision failed. Sweden now either uses a powerful eco to create mercs, and almost only mercs, or to spam disposable Swedish soldiers almost like the British or Russians would.
What would help this?
Well, visually, 2 pop Swedish units that are hard to kill and can keep fighting through rough battles would help a lot. Swedish units shouldn’t be dying much. A smaller eco would also help with this since that would mean less production.
What would I change?
Explorer:
Explorer loses the +1 melee attack and gains the ability to heal other units at a rate of 4hp per second (same rate as 1 Indian monk). This will help keep tanky units alive. Of course later you’ll probably want priests, but this will help in the early game.
Torp:
120w
1300hp
Becomes a much slower, but sustainable source of eco. Instead of consuming nearby resources it simply gathers from them. The nearby resources can still be used up by settlers (yours, your teammate’s, or the enemy’s). This incentives you leave trees, mines and berries out (even if only at 1 res each) for the Torps to work on. Torps can work from dead hunts/herds, but those still decay. Crate gathering with the Dominions card remains unchanged, but might get a slower gather rate.
I’d suggest something like -60% compared to the current rate as the new base rate. A card called “Torp Economics” could increase their gather rates by +50% on everything. This would replace the mining upgrade.
• Blueberries could be moved to age 3 to combine with Blackberries. “Each Torp spawns a Blue Berry Bush that is collected 50% faster than the normal rate.” Blue berry bushes would have 250f, but of course aren’t exhausted by Torps. This card would still be infinite, but sends less food for villagers if you were to eat them normally.
Since Torps would still spawn with a regular small berry bush this would allow for some stacking which would be strong for food collection.
• Great Northern Forests would remain similar, but Torps gather slower and infinitely (note that at 0.02w +50% it ends at 0.03w up from 0.05w per tree).
Add Musketeers
4 cards would help them and add the below overall:
• +15% hp
• +20% hp.
• +2 range +10c cost.
• 10% rof improvement at range.
Add Economic Theory.
Add 5 Settlers in II.
Caroleans:
A durable skirmisher from Sweden that prefers to fight in melee. Good against Heavy Infantry and Light Cavalry.
Cost: 150f 50w 2pop
HP: 300 30%rr
Speed 4.75
Ranged attack 20 (standard skirm multipliers) 13 range. 3rof
Siege attack 20, 6 range, 3rof.
Melee Attack 20 (standard skirm multipliers) 1.5rof
As is, Caroleans behavior in melee is already strong vs heavy infantry in melee. Making them a skirm doesn’t seem out of bounds. They’ll lose to heavy cavalry (giving them a solid counter in age 2) and will basically be good vs infantry.
This take on the Carolean would pair nicely with pikemen (and I believe the Swedes kept using pikes longer than most European civs), and would help fill a gap in their unit roster. Later they would pair well with Hakkas and Hussars, making them a core unit in almost any comp.
With Caroleans having 15 max range, Jaegers remain useful by having more range and being slanted towards range combat.
Snaplock Age 3:
• Caroleans and Musketeers gain +2 range. Caroleans now cost 50c instead of wood. Musketeers cost +10c.
• Hakkas still gain +1 Range.
Platoon Fire Age 3:
• Caroleans and Musketeers fire 10% faster at range. Caroleans gain 0.1x against Heavy Infantry and Light Cavalry at range.
Note, this is unlikely to be an issue on either unit. The new Caroleans deal fairly poor damage at Range and Swedish Musketeers don’t get any attack upgrades outside of the standard unit and AA ups.
Seva Life Guard:
• Caroleans, Musketeers and Grenadiers gain 20% hp.
Guard Pikes
• No longer reduces their cost. Wood cost is replaced with 40c.
Nerf
Church tech:
• Jaeger tech now changes Jaegers cost to 100c 70w.
Nerf I believe
Other units, Buildings, and techs remain the same. Caroleans shipments would need to be nerfed according to the new unit cost.
Thoughts:
*These changes would shift the civ from heavily economic towards using more shipments on settlers and military. Caroleans have high health, and you’d need to be careful not to lose them. Your military would be much less expendable, which makes sense for a civ with a low population. Your explorer’s new ability to heal would help in a more aggressive way of playing. *
I suspect such a change to the civ would lend itself well to FFs or rushes with a little extra eco being added in as you need more houses. Booming with Torps would also be an option, but booming would be a weaker option that wouldn’t just be the go to any more.
I think there’s extremely little chance of Sweden getting a rework, but I did keep new additions extremely limited. Most of this could be made entirely from existing assets.
What do you think? I’m expecting a lot of “this is horrible” because I’m suggesting massive changes, but it might start an interesting conversation…

