I think Mali helped establish a design trend: balancing through missing technologies.
Mali isn’t weak. It has a strong gold eco, high pierce armor infantry with a defensive role, and UTs that compensate for some missing techs.
For example:
- Cavalier can reach 12+7 attack.
- Light Cavalry and Heavy Camel can reach 7+7 attack.
So Mali still has a clear direction. The issue isn’t missing technologies itself, but when too many weaknesses are stacked together.
Examples:
- No Blast Furnace.
- No Bracer.
- No Siege Engineers.
- No Galleon.
- Still keeps Siege Onager.
Each one can be explained individually, but together they can make the civ feel more restricted than unique.
I don’t think every weakness needs to be removed. Some limitations are part of what makes a civ different.
The problem is when a missing tech doesn’t create a different playstyle, but simply prevents a unit from reaching its expected potential.
A UT should add something new, not just replace something that was removed.
Otherwise it feels like:
“You took something away, then gave it back under another name.”
Cao Wei’s Mingguang Armor is a good example.
+4 melee armor is an interesting idea. But if Cao Wei still needs the protection from Plate Barding Armor, players will naturally ask why the normal upgrade was removed in the first place.
The issue isn’t only Tiger Cavalry. It affects the whole armored unit lineup.
Elite Tiger Cavalry also has other ways to balance it:
- Reduce base speed to 1.3.
- Remove kill-based scaling.
- Keep Elite Tiger Cavalry at 4 pierce armor.
These solutions target the unit itself instead of weakening the entire tech tree.
Kipchak has a similar problem.
Kipchak has a clear role:
- Steppe cavalry archer.
- Multiple projectiles.
- High mobility and ranged pressure.
But because Cumans lack Bracer, their own UU can sometimes perform better on other civilizations through Mercenaries, simply because those civilizations have better ranged support.
The civ that introduces a UU should at least be a good user of that unit.
Other shared units handle this better.
Vietnamese Imperial Skirmisher is still extremely strong for Vietnam.
Berber Genitour works as a normal version without missing key support.
Italian Condottiero is also very usable for Italy.
Sharing a UU is fine, but the original civ shouldn’t end up with a worse version of its own unit.
Cuman Mercenaries has a similar design issue.
The mercenary concept fits, but directly giving allies free Kipchaks feels strange in AoE2 because military units normally require resources and production.
A better approach would be:
- Allies can produce Kipchaks normally.
- Cumans get a 25% Kipchak cost reduction from the Imperial Age UT.
This keeps the mercenary theme, while also making the UT useful in 1v1 instead of being mainly a team game bonus.
Current Kipchak:
- 60 Wood.
- 35 Gold.
With the UT discount:
- Around 45 Wood.
- Around 25–26 Gold.
This makes Cumans the natural Kipchak civilization while keeping Castle Age investment and rewarding Imperial Age specialization.
Xianbei Raider is also an interesting comparison.
It is a strong unit, but it comes with:
- High micro requirements.
- Low tolerance for mistakes.
- A high skill ceiling.
Even fully upgraded, it only has around 60 HP.
Kipchak having around 65 HP doesn’t mean it needs heavy restrictions.
The real question isn’t “Can Kipchak become stronger?”
The real question is:
“Why does the civ that created the unit need missing technologies to balance it?”
Missing technologies can create identity.
But they shouldn’t replace it.
Good civ design should make players think:
“I play this civ, so I use this style.”
Not:
“I play this civ, so other options were removed.”