Sounds like a pretty OP civ for late game water battles and it’s not useless early on either.
For this one I would favour the Italian tech tree, because having heated shot on your towers sounds more useful than having heavy demo ships.
Pretty evil idea of mine:
Italian tech tree
- Fishing Ships 2x hit points; +2P armor; work rate +5% Dark, +10% Feudal, +15% Castle, +20% Imperial Age
- Fishing Ships cost -15%
- Buildings cost -15% stone
- Can build feitorias in imperial age
Unique techs: Thalassocracy, Perfusion
Unique units: I have no idea for a land one, but drakkar on sea for sure.
Team bonus: can train condotierros
So the purpose of this civ is to have OP fishing ships to out eco everyone early on, and if this isn’t enough you can switch to the Portuguese playstyle of camping with feitorias, which is helped by their lower stone cost and the ability to spam both harbours and cheaper bombard towers.
Perfusion and condos make the civ adept at landings too.
Speaking of which you can make a pretty bonkers landing civ by only using bonuses from non naval civs: (EDIT: ooooops Malay are a naval civ. But hey you wouldn’t say no to those OP eles right?)
Tech tree: Khmer
- Hunters work +40% faster
- Forging & co free
- Scouts are 15% cheaper
- Battle elephants 33% cheaper
- Cavalry moves +5% faster each age starting from feudal age
Unique techs: Chivalry, Manipur Cavalry
Unique unit: Arambai
Team bonus: Scout cavalry has +2 LoS
Yes this also doubles down as an OP cav civ, but it’s because those are the better landing units for early game.
So faster hunting + cheaper scout + free forging + more speed + more LoS = your opponent will be dead for sure in feudal age. But it wouldn’t be fun if it stopped there so let’s pile up even more OP bonuses. And who would say no to spamming elephants with a discount, faster stables and a speed boost?
Having arambai (with all archer armour upgrades) gives the civ more options if for some reason “more cavalry” isn’t the answer.