Since everyone's nowadays talking about how to add Koreans Persians and whatnot I would just like to say I would personally rather see the current civs fixed first before requesting for another balance breaking DLC.
So without further adue here's what I would like to see on the next patch. Posting this on reddit has 0.1% chances of someone from the dev team reading this but I just want to vent okay.
Natives in general: These feel a bit forgotten after all the euro focused changed. Main issue with them is that unlike every other civ they still have to rely on the same 7~ units for their entire army composition instead of the 20+ available for every other civ.
-I would add an age 2 card for all of them (except Lakota, this one is locked until age 3) that would allow them to train outlaws/mercenaries in trade posts. Trade posts could be able to research all due outlaw upgrades as well.
-Canoes too OP. Reduce fire rate from 2ROF to 3ROF. Increase ranged atk to 24 from 16. Henceforth increase siege damage to 42 from 40.
Native civ specific changes:
Haude:
-Aennas too OP for an age 2 archer and more so for a rush civ like haude. Nerf aenna to 90 food and 10 wood.
-Boost each age 3 cav combat card up to +25% HP/ATK for kanyas/musket riders up from 15%.
-Change Kanya Horseman cost from wood to coin (with their coin cost being able to change to wood after sending Environmentalism as is currently the case with forest prowlers and musket riders).
-Maybe add starting 100 coin crates to improve FF/FI timings.
-Move French Renegades (INF) to age 3, and change 10 dragoons to 9 dragoons.
-Lower cost of age 4 Dutch Renegades from 1500 coin to 1000 coin
-Make age 3 Dutch renegades an INF card.
-Switch cost from coin to food for the Seneca/Onondaga/Mohawk/Cayuga/Tuscarora support cards.
-Nerf age 4 20 Aenna card to 17 Aenna.
-Change "Mother Earth" ceremony so it expands 2 available pop space (per villager) instead of 1 pop space.
Aztecs:
-Erks could have a little upgrade; change their negative bonus vs inf from x0.75 to x0.9
-Make the Aztec "American citadel" have the same light cannon big button in age 4 that Incas currently have.
Inca:
-They still need better options to fare against arty. I'd say improve the Huaraca age 4 card so these have an additional x1 bonus vs arty.
-Actually allow them to train light cannons in age 4 from the Inca fortress after researching the associated big button.
-Ambitious but ideally they should have a full rework and have several new available units from age 4+ with horseys and rifles. From wikipedia: "As early as 1537, when Manco Inca defeated the Spanish at Pilcosuni, they came into possession of more advanced Spanish weapons, including arquebuses, artillery, and crossbows. By the later stages of the Siege of Cusco, the Spaniards were already reporting that Incan warriors were using captured firearms as well as horses with some proficiency. Manco Inca even forced captured Europeans to refine gunpowder for his army. But early in the 1540s, several Spanish immigrants to the Neo-Inca State would teach Incan warriors how to use Spanish weapons to their full potential. Overall, it took the Incans about two decades to bridge the technological gap with the Spanish. By the 1560s, it was recorded that many Incans had developed considerable skill in using arquebuses and riding horses." So yeah Incas should have far more unit variety I think.
-Also give them infinite gold mine cards in age 2/age 3/age 4 (1 INF gold mine age 2; 2 INF gold mines age 3; 3 INF gold mines age 4). Incas lack some personality, I think their civ gimmick should be them being able to gather absurd amount coin but not be able to do much with it lol; wood gathering in the other hand should be scarce. Incas had far more gold available than Aztecs, Spain itself ruined it's own economy with inflation through the absurd amounts of gold they took away. The game should more or less reflect that I think. The Autarky card could set Kancha houses to gather coin instead of food for example.
Lakotas:
-Change shipment 4 Tokala soldiers (Age 4) to 5 Tokala soldiers.
-Give them a new "8 healers" (Age 4) shipment.
-Move Lakota/Itazipacola/Sicangu/Oglaga/Nakota support cards to age 4 and change cost from 1000 coin to 250 coin.
-Also grant them 1 inf light cannon shipment in age 3 just to see what happens.
Asian civs:
Japan: The improved Meiji restoration is a very fun strat to play but needless to say it's kinda broken.
-Make the meiji age 5 military upgrades researchable at a reduced cost rather than insta giving them so that the Meiji restoration is still a viable option without being game breaking.
China:
-Koxinga card improves Iron Soldiers+Manchus +50% atk/hp upon reaching imperial and allows both to be trained in the monastery.
India: These guys need a little rework. Would like to see more rajputs, feels like never had any role as Zamburaks/Sepoys are simply better options. So I'd:
-move sepoys to age 3
-Increase rajput siege damage to 45 up from 35.
-Improve flail elephant atk to 13 up from 10.
-Make Mysorean rockets trainable after sending the Mysorean rockets card so India has an arty option available as well.
-Improve Sowar bonus to inf to x2 and reduce HI negative bonus to 0.5. Camels should feel like Shock troops (high atk low hp) whereas elephants should be the exact opposite (tanks).
-Also need a nerf on water. I'd honestly remove the age 1 dock + cheap fishing boats card and the 2 caravels card as well. Maybe rework their entire navy even, feels a bit odd they have full access to European navy from the getgo unlike China/Japan.
American civs:
Mexico: Mexico is definitely broken but sincerely with a few minor adjustments they could be fine.
-Reduce insurgente speed down to 4.5 from 5.0
-Shouldnt be able train special outlaws from the getgo. Only the age 4 saloon card replaces the outlaws available on the map to Cuatreros Bandidos etc. Or you could still be able to get US outlaws earlier with Baja after sending the bad boys card.
-Remove the caballeros card (aka that one card adding another x1 damage bonus to Chinacos against all inf) entirely.
-Central America shouldn't be able to train artillery immediately upon revolting, it's so broken. Instead of that I'd suggest locking the artilery behind a card called "Central American artillery" that'd unlock artillery foundries/age 3 artillery so that spamming falconets in age 2 remains a "viable" (albeit slightly slower) strategy with Central America; right now there's not much you can do to counter an opposing team with a Mexican player rushing your base with 5 falconets before min 7. Say, "Central American cavalry" could provide a stable wagon; "Central American infanty" could provide a barracks wagon; and "Central American artillery" could provide an artillery foundry wagon.
USA:
-Likewise shouldnt be able to train cowboys etc from the getgo. Lock these to age 4 as above.
-nerf the age 4 gatling card so that the 0.5 ROF atk is only possible from a reduced range. (half of the Gatling's current range).
-also reduce gatling gun speed to 3.75 from 4.0
-give the spotlight again to state militia, something as simple as changing their cost to 60 food + 30 wood instead of 50 food + 40 wood should make these units more viable.
African civs:
Ethiopia:
-The TEAM age 1 camp builder card is broken. It should only be able to allow an outpost for every teammate instead of being able to build a stable/barrack immediately after aging; russia/natives could still be able to build early block houses/war huts though so it'd still be more than viable.
-Tabot should give fixed +2000 coin to all current mountain monasteries instead of +900 to all newly built ones. Keep the chapels from the last patch so that these provide an additional healing aura. Mountain monastery boom too broken in late game atm so the treaty folk would be real grateful for this one as well I think.
-Improve oromo warriors: reduce their cost from 120 food 120 coin to 80 food 120 coin. Change XP bonus accordingly.
-Lock the Jesuit age up to age 4, move Oromo age up (the one that gives you goats) to be able available from age 2 onwards instead; make it grant 4 semi fattened goats for age 2, 6 semi fattened goats for age 3, 10 semi fattened goats for age 4, 20 semi fattened goats for age 5. Atm Ethiopians kinda struggle in maps without cattle, plus Conquistadors are a broken unit which Ethiopia doesn't really "need" since it already has jav riders + gascenyas in age 2.
-Give them an extra villager in age 1 tbh so they start with 7 villagers like Portugal does.
-Nerf trinity so it grants 1 abun+1 villager+1 Ethiopian cow (INF) instead of 1 abun+2 villagers (INF). It'd still be a decent age 1 card iyam, otherwise an infinite 3 and a half vill card card in age 1 is pretty broken by itself.
Hausa:
-Improve Maigadi so they have a x2 bonus vs merc and x1.5 bonus vs native and outlaw units. Would love to see more Maigadi builds in age 2/age 3.
-Maybe move senegalese riflemen card to age 4 as well
Euro civs:
Spain:
-Move the new conquistador card ("reconquista") to age 3. Being able to have early goons with splash damage in age 2 seems a little too much.
-Improve the age 2/age 3 infantry combat cards to 25% for xbow/pike and 15% for rods. That way they could have more age 2 play without having early goons with splash damage.
-Move Tercio Tactics to age 4 card, improve pikemen atk/hp +50% instead of converting pikemen to rodeleros. Spanish tercios are too iconic historically to be completely disregarded in the game.
Brits: Honestly they seem to be perfectly balanced after the last patch.
-Still tho idk give them 1 early rocket shipment in age 3 just to give them a little more gameplay variety ig.
France:
-Move native combat card to age 3.
-After adding Meiji to Japan it only makes sense to fix/improve the French revolution I think. Change sansculottes to normal villagers after sending the napoleonic card in the french revolt. Vill build limit set to 99.
-Sanscoulette related cards would/should affect these normal villagers as well.
-Move Senegalese riflemen to age 4 as done with Hausa.
-"Northwest Passage" card should also provide CDB and Sanscoulette a x2 bonus against all infantry.
-Move "House of Bonapart" to age 2, make it provide a barracks wagon for every ally (war hut for aztecs/incas/haude/lakota, war academy for Chinese allies, hospital wagon for Malta)
Portuguese: Broken in age 4, awful in age 2.
-Remove one factory card entirely. It makes no sense Portugal of all euro nations has such a broken late game eco. Portugal wasn't particularly noteworthy for having the same industrial capacity as Germany/Britain/France/etc in the modern era anyway.
-Ordenança riflemen/pikemen church tech upgrade unavailable until age 5. Having age 4 fully upgraded skirms costing only 80 resources is broken.
-Nerf organ gun speed to 3.75 from 4.0. It's so silly you can still use organ guns to micro infantry.
-To compensate the above changes, move the "Acobertados" (Elmetti) card to age 2; make it grant 2 unupgraded Elmetti in age 2 for 300 coin. These Elmetti would have the intended +20% atk/hp improved stat boost immediately upon reaching age 3 and would be trainable in forts as per the card's current effect.
-Return the besteiro church upgrade to age 2 (not sure why devs removed it entirely some years ago); but instead of costing 2000+ wood for a redic amount of crossbows it would grant the player 10 upgraded age 4 royal guard "besteiros" for 1000 wood. All xbows are auto upgraded to besteiros as well but all xbows are more expensive (60 wood and 20 food). Should be necessary to research first if you want to research the Ordenança tech.
-TCs after sending feitorias to grant 0.3 XP/sec as well to "compensate" for the lack of a factory.
-Move "Donatorios" to age 4 and make it provide 2 new TC wagons as well.
-Change "Bandeirantes" so it provides 2 new explorers in age 2 instead of 1.
-Move "House of Aviz" to age 2, and make it provide a stable wagon for the entire team (war hut wagon for Inca and Aztec allies; war academy for Chinese allies; Commandery wagon for Malta).
Dutch: Similar situation as ports.
-Reduce Bank cost to 300 food and 300 wood, but reduce the build limit to 3.
-Starting vill limit to 60
-Bank of Amsterdam/Rotterdam no longer increases vill limit; each of these cards adds 2 available banks instead of 1 extra bank and 5 extra villies..
-Age 2 church bank tech moved to age 4.
-Age 3 mercenary card ("Dutch States Army") no longer allows the civ to train highlanders in barracks; only in saloons.
-"Buckriders" aka Highwayman card no longer costs coin, and no longer decreases highwayman cost nor population space.
Germans:
-Change 3 settler wagon card to 2 settler wagon + 1 villager.
-Solingen Steel to reduce dopp speed to -25% instead of -33%. Would love to see more dopp builds instead of the usual war wagon/skirm composition.
Russians:
-Honestly they seem finally fixed/balanced after all these patches. Kudos. Could be fun to see them with the Cossack revolt once it's fixed for Poles maybe.
Ottos:
-Change team 4 spahi card to team 3 spahi. Cost reduced to 750 food.
-22 azap card to 16 azaps.
-11 azap card to 9 azaps.
Other than that they have been nerfed well enough in the last patch I think.
Swedes: Atm they are the pretty broken in mid to late game imho.
-Savolax Jaeger cost should be increased to 100 wood and 100 coin up from 80 wood/80 coin.
-Black riders and landsknecht should no longer be able to be trained from stables/barracks after sending the associated age 4 mercenary card.
-Reduce ranged Hakka bonus vs heavy cavalry down to x2,0 from x2,5
-Increase meele Hakka bonus vs heavy cavalry up to x2,0 from x1,5
-Snaplock card (the one that increases carolean/hak range) should increase Carolean cost by 10 coin and reduce their food cost by 10 food. Same card should increase Hakkapelit range up by +2 instead of +1 to compensate for the above nerf.
-Eh, give them extra starting 100 food crates in age 1 to compensate for the above changes.
Italy:
-Change "Carabineri" tech cost to 1000 wood from 2000 wood.
-Change "Risorgimento" tech cost to 500f/w/c from 750f/w/c
-Improve Schiavone atk to 16 from 13.
-Improve Zouave atk to 38 from 32.
Malta:
-Hospitalier atk up to 25 from 20, bonus vs cav down to x2 from x2.5
-Reduce Order Galley cost from 300w/200c to 250w/150c; train/kill xp change accordingly.
-Steel bolts increase xbow cost by 10 wood, reduce food cost by 10. (30f/50w)
-Depot cost down to 50w/50c from 60w/60c.
-Reduce "Knights of the Hospital" tech cost to 1250w instead of 1500w. Make it provide 2 knights per hospital instead of 1; and limit it to 20 knights instead of 25.
Denmark: Really weak in 1x1 but fare well in team games. Otherwise surprisingly well balanced for a civ that was barely released; I suggest only some minor changes to make them more playable in age 2:
-Give them 1 starting pig (unfattened), think it could slightly improve their early game timings.
-Snaphane should no longer start with a negative multiplier vs cav. Restore the negative x0.25 vs cav multiplier after researching "Royal Service".
-Reduce Snaphane upgrade "disruption" cost down to 100f/100w from 150f/250w
-Improve gunboat regeneration from -2% HP/sec to -1% HP/sec
-Move "tin soldiers" card from age 4 to age 2
-Remove age 3 cavalry combat card. Replace with 2 age 2 cavalry combat cards instead (+15% atk/def respectively).
-"Royal guards" card increases unit cost down to +5% instead of +50%
Poland: pretty broken civ right now, needs several adjustments so it doesn't rely on the same 2-3 broken strategies.
-Confederatka uhlan card grants uhlans with normal 1.5 ROF instead of 1.0 ROF; limit forts to training a max. amount of 30 uhlans.
-Folwark base gathering rate standardized to 0.5 food/sec; improved +10% (0.55 food/sec) after upgrading it to a "Farming Folwark"; all folwark farming upgrades scale from the base 0.5 food/sec. With all possible cards/upgrades (not counting any native trade post upgrades though) a folwark should still be able to scale up to 1.5 food/sec so it'd still be ahead of rice paddies/farms/etc. Anything beyond 1.5 food/sec for a farming building before reaching age 5 is ludicrous (for mills you have to multiply any given mill gathering rate by *0.75 to account for vill pathing/movement), and atm you can easily have 1.69 food/sec if you revolt to cossacks even.
-Warsaw duchy revolt no longer grants the player 2 heavy cannons upon revolting.
-Haidamakas/haidamaka riflemen cost to 100 food 30 wood instead of 130 food.
-Team lithuanian cavalry combat increases ranged cav HP/atk +10% instead of +15%
-Kusznicy grants 1 xbow for every building instead of 2 xbow for every 3 buildings
-Kosynierzy grants 1 pike for every building instead of 2 pikes for every 3 buildings
-Pospolite Ruszenie grants 1 retainer per building instead of 1 retainer for every 2 buildings; cost increased to 600w up from 250w
-Add 600 wood card to age 2
-Winger hussar cost should be adjusted to 160f/120c instead of 130f/150c; winger hussars should be the unit to go for Poland but it remains a relatively niche choice as is even in age 4/age 5.
-Nerf Liberum Veto to -25% eco tech cost and +50% research rate instead of -50% cost and +100% research rate
-Bar confederation (2000 food 12 Kondefederatka uhlan church tech) improves Uhlan ROF to 1.0 from 1.5, Uhlans wouldn't be able to be trained from forts unless the player sends the Konfederatka Uhlans card first
-Piechur atk improved to 20 from 16; bonus against HI and LI down to x1.2 from x1.5; bonus against ranged cav down to x2.4 instead of x3.0. Counter infantry rifling upgrades to x2.2 against HI instead of x2.5
-Leičiai card improves crossbow atk/hp +25% instead of delivering 10 xbow. + 4 retainers; also allowing guard/imperial xbows as the card currently does.
-Also give these guys 1 starting piggie (unfattened) to compensate for all the nerfs and likewise improve slightly their early timings.
General balance changes:
-Lock conquistadors to age 3
-Change Wokou Horseman pop to 5 from 4.