Context
The Knights Templar civilization introduces a unique age-up mechanic through the commandery system, offering one of three choices at each age transition. While this adds depth and strategic variety, there’s a significant design issue currently limiting viable strategies.
The Problem
At Castle Age (Age III), players are forced to choose the Genoese commandery if they want access to a solid ranged unit in Imperial Age (as the Genoese crossbowmen act as a substitute for handcannoneers).
This results in:
A lack of viable alternative choices at Castle Age.
The heavy spearmen and genitor options being rarely used, since skipping Genoese means no effective late-game ranged unit.
Meanwhile, the Condottieri, unlocked in Imperial Age, are fast gold-only light infantry, but not strong enough to carry the late game — and their utility fits better in midgame raids than endgame battles.
Proposed Solution Swap the positions of the following commanderies:
Move the Genoese commandery to Imperial Age (Age IV).
Move the Condottieri commandery to Castle Age (Age III).
Why This Makes Sense
The Genoese only shine with full upgrades in Imperial Age. Unlocking them there aligns better with their power curve.
The Condottieri are fast raiders that cost only gold — they are a better fit for midgame disruption, not late-game compositions.
This change allows players to choose heavy spearmen in Castle Age (a strong frontline unit), without sacrificing their only viable ranged option for Imperial.
It would increase build diversity, reduce the “one forced path” issue, and make the commandery system more flexible and rewarding.
Expected Impact
More viable unit composition paths for Templars.
Better synergy between commandery timing and unit usefulness.
A smoother, more intuitive gameplay experience with greater strategic freedom.
Conclusion
This is not a balance issue, but a design and timing refinement. The Templars are a fantastic civilization with enormous potential — this small adjustment would greatly enhance their gameplay depth without breaking existing balance.
Thanks to the devs for their creativity with this civ. Looking forward to more iterative improvements!
Making relics graphically larger on the ground? It really takes me some time to see where is it on my screen. It’s kinda small, and bit hard to clearly see when the map is desert-type for example, due to its color and size. I mean with mini map I know it’s in my screen but just a bit hard to fast spot it.
Although KT teammates make things a bit easier I gotta say.
Yes, first finish with the base civs (Rus, Mongols, Delhi), then the anniversary ones (Malians and Ottomans) and then start with the DLC civs (Byzantines, Japanese, Spanish, Incas, Aztecs, etc. etc. etc.)…
Of course, the Mongols would have the Tatars and the Mughals would be the successors of Delhi from 1526 until at least the end of the construction of the Taj Mahal in 1653 (the Tatars would be the Mongols but with other unique technologies and the Mughals would be a mix between Tatars and Delhi)…
Yes, you can simply swap Genoa for Venice…although it’s currently fine as it is in the game, since condottieri were used more in the Renaissance aka Imperial Age…
Maybe I’m wrong here, but aren’t the rails meant to be on the inside of fences? Noticed that most TCs are like this, even Japanese that uses a different fences in Feudal. Seems to me that they’re rotated the wrong direction.
Also, requesting to get the TC walls for China as shown in the original concept art.
so you claim that you don’t care about the concept of variants and civilizations but at the same time you care so much that it bothers you. it’s simply a nomenclature and even more correct since it is actually a variant of the civilization it takes its name from. If it bothers you less they could all be variants and have the nomenclature of which civilization they are part of.
The name of the current English is changed to “English Kingdom”
and above “English Kingdom” and “Lancaster” compare the nomenclature “English Civilization”
I claim that I don’t like the concept of variants. When I say I don’t “care” about Zhu Xi Legacy, I’m not referring to whether I’m indifferent to it existing or not. I’m referring to the context in which I am discussing how interesting they are as ideas in this game. As in, who cares for such an insignificant order represented in a game about EMPIRES? I point out the Templars standing out exactly because they have identity. But, I still dislike the idea of variants.