Splitting Chinese is actually a great move, because China as a civilization is sort of boring right now, given that it has a single strength and rather set strategies.
Getting Tang / Song / Ming dynasties would be interesting, if Song was set to the current Chinese civilization, whereas Tang would be âChinese, but strong in Feudalâ, and Ming would be âChinese, but historically accurate gunpowder weaponsâ, and adding Jurchens would actually be adding the early Qing Dynasty (âChinese, but with Paladins and strong cavalryâ).
The three things I want to see Forgotten Empires get right would be:
Manchu bows need to be featured with the Jurchens. On AOE2 Reddit, I suggested making the Manchu a very unique UU; i.e, while the cost of the Jurchen unique unit remains the same throughout, the Castle Age version (Iron Pagoda) would be a Horsekerl (heavily-armored cavalry unique adept at raiding and countering archers), while the Imperial Age would be a cavalry archer with bonuses against either infantry, cavalry or both (Manchu bows were noted for their short range, but extreme ########### power). Could actually make it a cavalry archer that benefits from piercing damage upgrades, but deals melee damage instead, a sort of non-camel Mameluke or mounted Throwing Axeman.
Itâd be interesting because youâd have the first unique unit whose elite upgrade causes it to change unit class; the Iron Pagoda (Castle Age Unit) would be an anti-archer cavalry unit, while the Imperial Age Manchu would be a cavalry archer, and a good one at that.
The Ming civilization should emphasize the Mingâs innovation in gunpowder technology, such as their use of grenadiers, landmines, and so on. The best way to do so without deviating too much from Chinese technology would be to give them Hand Cannoneers (after a research) in the Castle Age, or give them Chemistry in Castle Age.
More importantly, the Ming should not have Bombard Towers (I donât believe that was much of a Chinese thing), but should have a research thatâd allow them to get Bombard Cannons with 100% accuracy (possible not on the move). You might want to take away siege engineers for balance purposes, but the Ming (and Chinese in general) are noted for using field artillery as sniper weapons.
The founder of the Manchus was killed by a Chinese artillery strike on his head, and that should be perfectly possible when it comes to AOE2, with 100% accuracy bombard cannons killing Nurhaci in one salvo.
Lastly, the Tang can be very interesting because they had both the Fubing (farmer soldiers who garrisoned territory while farming) and Mubing (same thing, but under the control of regional governors, leading to warlordism in later eras) systems. I think the Tangâs gimmick could be having the most unique units in the game, i.e, the Tang could have Fubing as unique units trainable from the Town Center starting from the Feudal Age, as a cross between the Man-At-Arms and the Villager (without the ability to build buildings). Mubing could be similar, trained from Castles starting from the Imperial Age (at least Iâd like to think such), as a cross between the Hussar and the Villager. There would also be a 3rd unique unit, Iâm thinking a combination cavalry archer and knight, for the Castle Age.
To compensate for the Tang having so many unique units, the Tang unique units are not upgradeable, and theyâre designed to be trashy in Imperial Age, depending on their Mubing economy to remain viable and giving them a big advantage in trash wars as all their villagers are semi-viable trash units.
And to make the Tang the all-time world-champion UU civilization, you could add Hangtu Fortifications, which replaces all Palisade walls with a Hangtu version that has 2-4x the HP of normal Palisade walls as a Castle Age upgrade.
Hangtu (rammed earth) walls are a big Chinese thing, according to Tonio Andrade, one of the things limiting Chinese gunpowder weapon development, besides how well-developed the archery tradition was (Chinese bows and crossbows were often superior to Western bows, from the heavy Manchu armor piercer to the heavy Chinese crossbow, which had a lower draw weight but higher power due to long powerstroke), was that Chinese fortification technology, while conceptually inferior to later European star forts, was just extremely superior.
Japanese cannons in the late 19th Century during the Boxer Rebellion took weeks to take out the city walls of Beijing, built with rammed earth technology to extremely ridiculous depths, and thatâs with 19th century technology facing 6th century technology.
It sounds pretty crazy, no? 500 HP palisades, or even 1333 HP palisades, but itâd be balanced by a few factors. First, itâd only be available during the Castle Age, as a unique unit upgrade to Palisade Walls, Outposts, and Palisade Gates. Second, the Tang are not intended to be an archery civilization; theyâd be competitive to Castle Age, but the Tang were never noted for their crossbows. The Tang wouldnât have the ability to fully exploit the quickwalls and overpowered palisades that an archery civilization would have. Third, the Tang are encouraged to build Fubing from their Town Centers, not villagers, so villagers would be in scarce supply and the Tang would have to sacrifice Fubing production to make proper villagers.
Worst case scenario, historical Hangtu walls took forever to construct, so while Hangtu walls might be way more durable than Palisade Walls, theyâd also build way slower and thus be more inefficient for quickwalling.
Thereâs really a lot of potential for very interesting civilizations if the Chinese were broken up into dynasties. If Tibetans were added in later expansions, too, it would be a bit ahistorical (the Tibetans were shamanists before Buddhism arrived), but they should be able to get monasteries in the Feudal Age and self-healing cavalry (the Tibetans were known for their heavy cavalry). There are just a lot of ways not having China in AOE2 could pave the way for interesting civilizations, more so than the current âBig Eco advantage + Chu Ko Nu spamâ Chinese civilization.