Slavs:
- farming bonus reduced to 10% instead of 15%
Indians:
- villagers cost 5%/10%/15%/20% instead of 10%/15%/20%/25%
- Fishermen lose the +15% gather bonus, but still carry +15
Goths:
- cheaper infantry bonus applies in darkage
- get thumbring
Malay:
- (Elite) Karambit warrior cost 25 food, 15 gold from 30 food, 15 gold
- Elite Karambit upgrade costs 1200 food, 800 gold from 900 food, 600 gold
- (Elite) Karambit created in 9s instead of 6s
- Elite Karambit attack increased back to 8 from 7
Portugese:
- Feitorias take up 10 population instead of 20
- Feitorias create 0.5 wood/s, 0.8 food/s, 0.75 gold/s, 0.25 stone/s instead of 0.8 wood/s, 0.8 food/s, 0.45 gold/s, 0.25 stone/s
- Feitoria HP halved from 5200 to 2600
Saracens:
- cavalry units move 15% faster, but they lose husbandry
- reduce elite mame frame delay as much as possible
Koreans:
- archery range units move 15% faster (comparable to the speed of rattan archers atm)
- War Wagon framedelay reduced to 5 from 10 (5 is what mangudais or archers have atm)
Teutons:
- get husbandry
- TKs move with 0.85 speed instead of 0.7 (same speed as battle eles without husbandry)
Mong:
- reduce elite mangu frame delay as much as possible
Viet:
- Viet need some eco bonus probably. Personally i also dislike their rattan archers, they kind feel useless with their low range, low HP, mediocre attack and the fact that you already have cheap impskirms vs enemy archers. Maybe they could get +1 attack, i dont know.
In general:
- demo rafts base attack reduced to 25, but gain 75 attack bonus vs ships
- higher base sling tax like 100% (your ally only receives 50% of the resources you sent) to make feudal sling impossible, but keeping the possibility of slinging like 100 emergency stone/wood.
It's probably quite useless to write all this, but maybe some of this ideas will be realised indirectly.
- farming bonus reduced to 10% instead of 15%
slav farming is just ridiculous strong, everytime you play vs slavs it feels like a big disadvantage from the start already and for most civs it's super hard to compete with it
Indians:
- villagers cost 5%/10%/15%/20% instead of 10%/15%/20%/25%
in a normal game indians save nearly 900 food for the first 100 vills (5*20 (dark) + 8*15 (feudal) + 10*65 (castle) = 870) no other civ comes even close to this (eg vikings save 475 food and 250 wood with free wheelbarrow/handcart); The change would reduce it to nearly 600 food (3*20 (dark) + 5*15 (feudal) + 7*65 (castle) = 590) and therefore make it a way more reasonable bonus. Especially in TGs indians is still by far the best pkt civ, since you have the combination of best mobility + best eco + a counter unit vs kt-line. It's just annoying to play against it, knowing your changes are very small from the begining on.
From playing maps like bedouins/SYNC_valley/Dry_River (aka maps with mass shorefish), but also watching ECL games on the those maps, it's pretty obvious that indians become an even more dominating and one dimensional civ on these maps. Indians just dont need the faster-fishing bonus, the carry-bonus is already very good considering fishermen usually just carry 10 food
Goths:
- cheaper infantry bonus applies in darkage
- get thumbring
goth is currently still the worst civ in TGs on open landmaps especially as flank (just look at the civ drafts of BoA, where they got always picked as last). To change this their infantry should be cheaper in darkage, so you can use the civ bonus for drushing and men@arm rushes. They should also get thumbring to make the civ less one-dimensional, so you can still play mass xbows in TGs and even switch to CA in late castle age. Even for early Imp CA would be somehow viable, since goths only lack Parthian Tactics
Malay:
- (Elite) Karambit warrior cost 25 food, 15 gold from 30 food, 15 gold
- Elite Karambit upgrade costs 1200 food, 800 gold from 900 food, 600 gold
- (Elite) Karambit created in 9s instead of 6s
- Elite Karambit attack increased back to 8 from 7
Karambits feel right now like trash most of the time. They only have a very small window in early imp, where they shine a little bit. To change this i would reduce their food cost back to 25, so it's easier to get them rolling, but keep the gold cost as it is, else they're too good in 1v1s when the gold runs out. Now to make them not too OP in early imp, the elite upgrade should be increased a little bit.
Their production time should also be increased from 6s to 9s, so you need more castles to spam and the attack of elite Karambits will be 8 again, as it used to be at the begining of WK. These 2 changes would increase the value of a single karambit (you have less units, but similar damage output) and make them therefore worse vs ranged units, something that ppl were complaining about for long time. Also karambits will stay useful in mid/late imp, when you have enough castles to produce them. Karambits probly one of the hardest unts to balance out.
Their production time should also be increased from 6s to 9s, so you need more castles to spam and the attack of elite Karambits will be 8 again, as it used to be at the begining of WK. These 2 changes would increase the value of a single karambit (you have less units, but similar damage output) and make them therefore worse vs ranged units, something that ppl were complaining about for long time. Also karambits will stay useful in mid/late imp, when you have enough castles to produce them. Karambits probly one of the hardest unts to balance out.
Portugese:
- Feitorias take up 10 population instead of 20
- Feitorias create 0.5 wood/s, 0.8 food/s, 0.75 gold/s, 0.25 stone/s instead of 0.8 wood/s, 0.8 food/s, 0.45 gold/s, 0.25 stone/s
- Feitoria HP halved from 5200 to 2600
As long as there is wood on the map, Feitorias are completly useless. They have a value of like 6-7 pop, but cost you 20. They should only cost like 10 pop, give you a little more gold (0.75 gold/s equals 1.5 relics) and a bit less wood to make them not too strong on maps with barely any wood. Also their HP should be reduced to make them less unkillable. With this gather-rates feitorias would start to pay off after 10 mins and be a viable lategame option in 1v1s and TGs with bad tradeline
Saracens:
- cavalry units move 15% faster, but they lose husbandry
- reduce elite mame frame delay as much as possible
I have heard, that ppl were discussing about giving saracens faster archers, but imo faster cavalry would be fitting way more: This civ has all ups for hussar, camel, cavalry archer and a cavalry UU, they only lack cheva/paladin, for me it's clearly a cavalry civ. Faster moving scouts would also be helpful for chasing down scouts/archers or just exploring faster. Their CA would be slightly better, especially in early castle. As flank Saracens have always been okish, they have arbs + siege ram, also the +2 vs buildings is quite nice. Giving them faster cavalry would make them way better as pkt, where they still suck due to no decent eco bonus + no chevas.
Koreans:
- archery range units move 15% faster (comparable to the speed of rattan archers atm)
- War Wagon framedelay reduced to 5 from 10 (5 is what mangudais or archers have atm)
I also heard in latest Talk of the Empire that ppl were discussing about -15% wood discount for all military units and i think thats quite OP for lategame. I would prefer giving them faster archery range units, so you finally have something else than towers with this civ. The micro potential with the civ would be huge and everybody would rather play around with faster archers/skirms/CA/HC than boring towers. To make them a bit better as pkt (since they're probly the worst pkt civ atm), i would decrease the farmedelay for WWs, to make it less awkward to micro them. Also faster moving xbows could be a nice option as pkt
Teutons:
- get husbandry
- TKs move with 0.85 speed instead of 0.7 (same speed as battle eles without husbandry)
I would give this civ more mobility. It's probably very controversional, but i would give them husbandry so teut kts have less trouble vs microed mass xbows. Also i would increase the base speed of TKs to the base speed of battle eles. TKs are so, so rarely useful. They're the most expensive infantry UU by far. They die hard vs ranged units and if you have cavalry or eagles you can just avoid them and go for opponent's economy, they only can work in push with mass siege. Increasing their speed could help making them better vs raiding and more useful for defending. Why exactly the speed of a battle ele? It's still slower than normal infantry (champs are 0.9, halbs 1) and i experienced that battle eles have just sufficient speed to deal with kt floods, so why not.
Mong:
- reduce elite mangu frame delay as much as possible
With WK there have been introduced so many civs with good any mangudai units (imp camels, cheap camels, imp skirms, battle eles, rattan archers, camel archers, genitours...) and good eco bonuses that even the old aoc mangus wouldnt be OP anymore. Cosidering the slow production, the fact that you lack fully upgradeable early imp units and mongol's mediocre economy in castleage/imp, reducing the frame delay as much as possible would be reasonable.
Viet:
- Viet need some eco bonus probably. Personally i also dislike their rattan archers, they kind feel useless with their low range, low HP, mediocre attack and the fact that you already have cheap impskirms vs enemy archers. Maybe they could get +1 attack, i dont know.
In general:
- demo rafts base attack reduced to 25, but gain 75 attack bonus vs ships
I highly dislike how demo rafts can one hit every unit in feudal except the one they're supposed to counter. This change is mainly to make archers/scouts/kts less vulnerable on hibrid maps vs feudal demos.
It's probably quite useless to write all this, but maybe some of this ideas will be realised indirectly.