Could also just start on the imperial age. A third UT seems redundant to me.
This is the only part of that game that matters 
I would Just make it either a cheap Tech, or one that doesnt Cost gold at all.
Personnally i dont Like the Idea of the effect being dependant in your current amount of gold.
Especially If you Spend your gold in an emergency, than the effect is lost. So its mit there when you would need it the most.
And i dont really see the necessity for certain conditions to that trickle, as it overall shouldnt bei that big of an effect anyway and i dont think it would be overpowered even without Any extra conditions. Like i Said i would have the trickle be about slightly more than a relic, so its mit like you can go crazy spending gold but rather that Turks can throw some gold Units into the late Game Trash Mix a Bit more often than Any Other civ could. I would make it maybe 500 food and 100 gold or 300 wood.
Making it take a conscious effort to maintain is literally the entire point. having even a single Relic advantage over your opponents can mean the difference in winning. Giving them that for free would be hilariously overpowered.
And if youâre not giving them it for free, then you will always be able to reduce the cost, in exchange for basing it on interest. Yes, you could accidentally use the gold and lose your bonus temporarily. But you could also use the gold intentionally in an emergency.
Being bad at the game is no justification for removing complexity and detail.
Just Like with every civ Bonus IT could make the Difference in winning, thats the whole point of civ bonusses. I think the interest conditions is too specific for my liking.
I mean we have stuff like 40% more HP in siege, 40% cheaper farms, 25% cheaper Trash, 10-20% discount in all techs, +40% HP in buildings, etc. Bonusses that seem OP in paper and yes they are Strong, but still these civs with them dont steamroll the Others.
Of course If 2 Players are equally skilled the one with the extra Bonus would win.
Same with the new Teuton +2 Armor palas, yes they May be Strong but i dont See the harm If maybe teutons are now an a-tier civ instead of a d or f tier. Same If Turks are them an a or s Tier civ. Would the gold trickle make Turks better than persians, Chinese or Mayas? I dont think so.
My point was only that, for each bonus, you must have an equivalent cost. The stronger this bonus is, the more expensive it must be to compensate. Bonuses that can turn the tide all by themselves must naturally be more expensive than ones that cannot.
If you want this bonus to be a game changer, IE, to make a difference on a in-game level, rather than just a statistical one over thousands of games, then it will require a relatively high cost.
If the bonus is free, then the bonus must be relatively weak.
And finally, costs can come in various forms. The cost can be in terms of resources, or it can be in terms of effort. In this context, a technology that costs 500 gold and no micro could provide the benefit as if it cost 600 gold once micro has been added, even with the gold cost entirely removed.
Net result? A more powerful bonus, plus a change in gameplay, both good things.
But isnt the whole point of buffing adding Something beneficial without adding an equivalent drawback?
I mean i dont really agree with you here i think as the correspondent drawback ist already included in the turk Tech tree as it is. I mean that with the civ Design they incorporated not enough Boni to cancel Out the civs drawbacks, thats why the Turks are overall considered Bad. I think Viper Made a Video recently where He Said that Turks are the worst civ in 1v1. So i think even adding a Tech with only a small drawback (food&Wood Cost) would be fine.
On the other hand the strength of the gold trickle could be lowered or increased depending in how it Turns Out.
Go back and look at what I said again.
You could totally go in and just give them a free 0.1 gold generation per second or whatever. It would be simple and it would probably make them stronger. But it would also be a very generic and uninteresting way of doing it.
Alternatively, you could go all-in, and make a relatively expensive option with an equivalently higher payout. This also fixes the problem, but with the added benefit of making the civilization more complex and interesting.
From a balance perspective, both are equal. They achieve the same goal. But from a gameplay perspective, the first option does not particularly increase the complexity or entertainment value of the Civ, while the second adds another layer of tactical thinking , and diversifies the Civ from other civs.
Turks have a weak early economy but itâs not just Gunpowder supremacy with them. They have tremendous Horse Archers with Sipahi technology and the gold-gathering bonus is nothing to sneeze at. They are really good in teamers.
Sipahi affecting the Scout line is another potential, and the simplest one Iâve seen so far when it comes to taking the trash buff route for Turks. A lot of compliments I see for this patch are about how Teutons were buffed by improving their strengths while not touching their weaknesses. Sipahi Scouts would be a similar improvement for Turks by making their free Scout upgrades stronger while keeping the worst Spearmen and Skirmishers.
âGunpowder technologies are 50% cheaperâ
What are those, exactly, since you get chemistry for free and bombard cannon and hand cannoneer arenât upgrades.
Also, how about giving turks very cheap spearmen (starting in castle) like the persian trashbows but slightly worse and highly memeable.
Cannon and Elite Cannon Galleon.
E: and they used to be upgrades.
11 thatâs a funny idea I admit.
Instead of Pikeman: the Janissary Spearman, upgraded from Spearman:
regular spearman with 1.05 speed and 1 range. No other changes (not even in terms of armor and classes) except maybe a cool janissary hat.
Clearly missed the part where MBL had 4 relics!
Can we agree that bonus is a bit redundant?
How about swapping Sipahi with the innate Gunpowder Hp Civ bonus?
That wouldnât help make Turks more viable as a generalist civ (read: pre-imp 1v1).
In the same department you can use the scrapped Lithuanian bonus (trash units that donât cost wood). I bet Turks is the only civ that can receive that without instantly becoming OP lmao.
I know MBL had relics and all, but units diversity should have (by the âTurks trash tierâ logic at least) given the edge to Lithuanian.
Not a good idea, since if youâve got a castle up you want to build Janissaries, so having to slow your production for them to be at their max potential wouldnât be cool. On the other hand cav archers can work just fine without Sipahi.
Indeed. But I would give them âmehterhaneâ/âmarching bandâ on top. Additional turk bonus or tech that gives skirms and spears +10% more speed in castle.
unupgraded skirms and spears are very weak, but with the added speed, they might serve better as meatshield for the gunpowders/cavarch as well as hold off raids more effectively pre-imp.