Politicians are very lacklustre and boring compared to the varied age-up options for the newer civilizations. New ones like the Logistician and Mercenary Contractor have taken this in the right direction but there is a lot more that could be done with the rest. They should grant short term benefits like they currently do, but also grant small buffs that can carry through the rest of the game. That would give more depth and make it less of an obvious choice based on which one grants the best short term benefit. It could also give access to features that are locked behind lower value cards like how the Inventor grants a Hot Air Balloon (cows, upgraded spies, etc) and lessen the reliance on cards like Advanced Arsenal or Unique Church Upgrades for getting essential upgrades. Short term benefits could be decreased to compensate for giving more power long term.
Age 2
Inventor
Current - Grants Balloon
Additional - Ships crates of books (experience)
Governor
Current - Ships an Outpost Wagon and coin
Additional - Minutemen can be called again (second batch only 4 but still the same cost)
Alternate - Or maybe just a buff to Outposts (maybe a very small batch of Minutemen from Outposts). Any other suggestions?
Naturalist
Current - Ships Settlers and semi-fattened Cows
Additional - Livestock Pens can train Cows at a cost of 100 food each. The card that allows this should be changed as follows:
Ranching - Enables training cows at the livestock pen & -20% cost for all livestock (this keeps it the same for cows if their base cost is increased to 100 food, but it now also buffs sheep). Possibly also ship a couple skinny cows
Philosopher Prince
Current - Ships food
Additional - Shipments arrive more quickly (just time to send, not how quickly they are obtained)
Quartermaster
Current - Ships wood
Additional - Houses are cheaper (-15% to house cost but shipping only 350 wood would result in only minimal changes to this popular age up)
Logistician
Current - Various
Additional - Mostly good as is. The British one could spawn 2 Longbowmen for every Outpost built instead of replacing villagers from Manors.
Age 3
Admiral
Current - Ships a Caravel and wood
Additional - Increases Caravel build limit
Adventurer
Current - Ships Longbowmen/Crossbowmen/Strelets
Additional - Allows these units to be upgraded to “Royal” Guard (something like Expeditionary Longbowmen/Crossbowmen/Strelets)
Alternate - Or these units gain a multiplier versus Guardians and Heros allowing them to go “adventuring”
Bishop
Current - Ships a Covered Wagon
Additional - Enables researching most (or all?) of the unique church technologies but their cost is higher than the current cards. The cards that enable them should be changed as follows:
Unique Church Cards - Reduced penalties of unique upgrades (for example, Thin Red Line could have a speed reduction of 15% instead of 25%). Armies sent from the Church should also enable the training of those units at Forts or Taverns. Other changes are probably also needed.
Exiled Prince
Current - Ages up 2.75 times as fast (rework below)
Rework - Age up 1.5 times as fast for this age up and all subsequent age ups (Industrial and Imperial age ups are already faster than Fortress so the impact is comparatively smaller for those ages). Ideally, fast Fortress should be slowed, fast Industrial should stay the same, and time to Imperial be reduced.
Gentleman Pirate
Current - Ships a Privateer and Barbary Corsairs
Additional - Enables hiring Privateers (build limit of 1)
Marksman
Current - Ships Skirms/Abus/Cassador/Leather Cannon
Additional - Enables researching Paper Cartridge. Researching is discounted if already enabled
Mercenary Contractor
Current - Enables various mercenaries
Additional - Enable a greater variety so it’s not useless if the map already has the mercenaries. Cannoneers for Portugal and gatling Camels for Ottomans would be good to include
Mohawk Statesman
Current - Ships Tomahawks and a Native Scout
Additional - Changes native wood cost to coin. The Native Lore card could also be made to do this in addition to its current function
Native Lore - Native upgrades cost no coin and wood cost of native units is replaced with coin
Scout
Current - Ships Hussars/Cossacks
Additional - Cavalry get more LOS. Possibly also discount the Town Watch upgrade
Sergeant at Arms
Current - Ships Halberdiers/Doppelsoldner/Pikemen
Additional - Enables researching Military Drummers and grants Infantry Breastplate. Researching is discounted if already enabled
Age 4
Cavalry Marshal
Current - Ships Ruyters/Cuirassiers/Uhlans/Hussars/Cossacks/Lancers/Hakkapelits
Additional - Enables researching Pillage and Imperial upgrades for Ruyters/Cuirassiers/Uhlans/Hussars/Cossacks/Lancers/Hakkapelits in the Industrial Age
Engineer
Current - Ships 2 Falconets/Organ Guns
Additional - Enables researching Professional Gunners and Trunion. Researching is discounted if already enabled
Grand Vizier
Current - Ships Spahi
Additional - Forts can train Spahi
King's Musketeer
Current - Ships Skirms/Musks/Caroleans
Additional - Enables researching Flint Lock and Military Drummers (France/Ports/possibly British) or Flint Lock and Paper Cartridge (the rest). Different techs for different civs would reduce overlap with the Sergeant at Arms and Marksman politicians
Alternate - Enables researching Flint Lock and enables the Imperial upgrade for Skirms/Musks/Caroleans (depending on what is sent) in the Industrial Age.
Logistician
Current - Ships a Fort Wagon
Additional - Allows Explorers to rebuild Forts
Papal Guard
Current - Grants upgrades and enables Imperial upgrades for archaic units
Additional - Doesn’t really make sense for Sweden since it doesn’t upgrade their Crossbows and they aren’t even Catholic
Tycoon
Current - Ships Coin
Additional - Upgrades Spies to Agents (alludes to strikebreakers)
Viceroy
Current - Shipps Settlers and resources
Additional - Enables Immigrants and Legendary Native Warriors to be researched at the Town Center. This would allow you to get a couple of Capitol upgrades even if you revolt
War Minister
Current - Ships Oprichniks/Rodeleros
Additional - Enables researching Pillage and the Oprichnik Imperial upgrade in the Industrial Age (Russia) or enables researching Military Drummers and Rodelero Imperial upgrade in the Industrial Age (Spain). Researching is discounted if already enabled
Age 5
El Presidente
Current - Ships Coin
Additional - Capitols trickle coin and can train citizens (like from revolutions). Sans-Culottes could be alternate to citizens for France and be just as strong as Coureur des Bois
General
Current - Ships Heavy Cannons/Rockets/Great Bombards
Additional - Artillery Foundry can train Heavy Cannons/Rockets/Great Bombards (same train time as a factory)
Inventor
Current - Ships an Advanced Hot Air Balloon
Additional - Ships crates of books (experience)
Knight
Current - Grants Knighthood and Peerage
Additional - Reduces cooldown duration of Hero abilities. The Assassin ability should probably be able to target any unit to make this more useful. As long as it deals ranged damage, it shouldn’t even one-shot any artillery
Mercenary Contractor
Current - Upgrades Outlaws and Mercenaries
Additional - Actually send a couple of Mercenaries