I think we as a community can all agree, given our collective love for the majesty of the Teutonic Knight, that it is really nice to see the Teutons getting some buffs to make them marginally viable against players of our skill level on the ladder. However, I think an opportunity is being missed to rework their unique techs to better realize the ideal of the playing the civ while getting it a bit closer to reality. I don't think either of these will be particularly objectionable considering they do not stray from is shown are the general concepts behind buffing them. The changes:
1. Move Crenellations to the Castle Age. The name literally refers to the visual effects on the walls of the Teuton castle and makes a lot more sense in that age than it does in one where trebuchets are predominant.
2. Replace Ironclads with Landsknetche, which allows their Halberdiers some combination of moving faster while having a boosted melee attack. Anyone who has played Civilization V should be pretty familiar with the name as a German unique unit and historically the Holy Roman Empire's coopting of the Swiss mercenary tactics corresponded pretty strongly with the timeframe modeled in-game by the Imperial Age. Could potentially require them to cost gold as well for balance but otherwise giving them this niche (best halbs) would be pretty perfectly consistent with the accepted point of unique units and techs in the game.
If this would make them too powerful I think other changes elsewhere (such as to the stable unit armor) could be rolled back to keep things fair.
1. Move Crenellations to the Castle Age. The name literally refers to the visual effects on the walls of the Teuton castle and makes a lot more sense in that age than it does in one where trebuchets are predominant.
2. Replace Ironclads with Landsknetche, which allows their Halberdiers some combination of moving faster while having a boosted melee attack. Anyone who has played Civilization V should be pretty familiar with the name as a German unique unit and historically the Holy Roman Empire's coopting of the Swiss mercenary tactics corresponded pretty strongly with the timeframe modeled in-game by the Imperial Age. Could potentially require them to cost gold as well for balance but otherwise giving them this niche (best halbs) would be pretty perfectly consistent with the accepted point of unique units and techs in the game.
If this would make them too powerful I think other changes elsewhere (such as to the stable unit armor) could be rolled back to keep things fair.