Maya Castle UT - Skirms do +5 vs buildings
Okay so the Mayans tend to have alot of gold, and their most powerful units, Eagles and Plumes, are already prime anti-archer units. The only time they'll use Skirms is in a trash war OR if somehow they've fallen so behind that the opponent is massing archers against them which is very rare. The current Maya Castle UT, which actually doesn't work right now but if it did, gives +3 to all foot archers. Well, snap you look at the Skirmisher and see that he actually has quite a bit of pierce armor. He's fragile but he's also extremely cheap. WHAT IF Skirmishers became an easily massable, roving band of defense destroyers in the Castle Age? That would give them quite a niche. It's not the same as a Battering Ram but no other civ gets a real ranged building destroyer in the Castle Age except the Saracens. I don't think this is quite OP because while they can destroy regular buildings pretty quickly, Skirms are still kind of shitty and can easily be dispatched with a defensive Mangonel, which any opponents of the Mayans will definitely be building in the Castle Age.
Vikes - Infantry +20% HPs in all ages
Vike warship bonus cut down to 5/10/15%
I'm trying to make the warship bonus less crazy and make their land army stronger. This is very negligible in the current Castle Age: 72 HP Long Swordsmen makes no difference against every non-Skirmisher unit vs the current 69 HP Long Swordsman. In the Feudal Age, this allows Infantry to take 1 more arrow or 2-3 more skirm spears than they currently do, which is a pretty big difference but I think it only makes them Hun level or Inca level in the Feudal Age which is good because they suck in the Imperial Age. I said "all ages" in the description because as much as 48 HP Militia SOUNDS OP, the Vikings also have 0 bonuses in the Dark Age. They also still lose to Japanese Infantry at all Ages. It also has the added bonus of making the Vikings pretty sick during the Feudal Age, which is how it was in real life.
Aztec CUT - +2 Atk, +1 Range
This is to compensate for the Aztecs lack of Ring Archer Armor in the Imperial Age. The way I figure it, against every other FU ESkirm, 2 Attack is cancelled out by the 2 pierce armor which leaves the Aztecs ESkirms with +1 range as an advantage. It also makes them more effective vs Archers for this same reason. Aztec ESkirms are still extra vulnerable against melee units, especially Jags. This will make ESkirms pretty good in Castle Age, actually fairly on par with Crossbows. It also happens to make them exactly equal to British Imperial ESkirms, and nobody thinks they're OP.
Indians - Villagers cheaper by 5/15/25/35% starting in Dark Age
Nerf Fisherman bonus, I'm not sure how but nerf it a little
Indians have nothing in the Dark Age except the Fisherman bonus. This means that they are either slow as molasses or they are stupid fast depending on the map. This is aimed to balance them out a little. If you make 16 Villies in the Dark Age, this is a savings of 40 Food which is kind of nothing and very similar to the Italian Age up bonus and I don't think anybody is calling them OP. At least it makes their bonus significantly stronger in the Feudal and Castle Ages.
Indians IUT - Hand Cannoneers +2 Atk, +1 Range
This is very similar to my Aztec ESkirm idea: Indian HCs lack Ring Archer Armor, so give them +2 attack to compensate. So they kill other HCs just fine. Indian HCs are very vulnerable to enemy archers. The only thing is that this makes them very deadly to Infantry so it might be OP. If the attack is +1 instead, Indian HCs kill FU Champs and Halbs at the same rate as other FU HCs.
Okay so the Mayans tend to have alot of gold, and their most powerful units, Eagles and Plumes, are already prime anti-archer units. The only time they'll use Skirms is in a trash war OR if somehow they've fallen so behind that the opponent is massing archers against them which is very rare. The current Maya Castle UT, which actually doesn't work right now but if it did, gives +3 to all foot archers. Well, snap you look at the Skirmisher and see that he actually has quite a bit of pierce armor. He's fragile but he's also extremely cheap. WHAT IF Skirmishers became an easily massable, roving band of defense destroyers in the Castle Age? That would give them quite a niche. It's not the same as a Battering Ram but no other civ gets a real ranged building destroyer in the Castle Age except the Saracens. I don't think this is quite OP because while they can destroy regular buildings pretty quickly, Skirms are still kind of shitty and can easily be dispatched with a defensive Mangonel, which any opponents of the Mayans will definitely be building in the Castle Age.
Vikes - Infantry +20% HPs in all ages
Vike warship bonus cut down to 5/10/15%
I'm trying to make the warship bonus less crazy and make their land army stronger. This is very negligible in the current Castle Age: 72 HP Long Swordsmen makes no difference against every non-Skirmisher unit vs the current 69 HP Long Swordsman. In the Feudal Age, this allows Infantry to take 1 more arrow or 2-3 more skirm spears than they currently do, which is a pretty big difference but I think it only makes them Hun level or Inca level in the Feudal Age which is good because they suck in the Imperial Age. I said "all ages" in the description because as much as 48 HP Militia SOUNDS OP, the Vikings also have 0 bonuses in the Dark Age. They also still lose to Japanese Infantry at all Ages. It also has the added bonus of making the Vikings pretty sick during the Feudal Age, which is how it was in real life.
Aztec CUT - +2 Atk, +1 Range
This is to compensate for the Aztecs lack of Ring Archer Armor in the Imperial Age. The way I figure it, against every other FU ESkirm, 2 Attack is cancelled out by the 2 pierce armor which leaves the Aztecs ESkirms with +1 range as an advantage. It also makes them more effective vs Archers for this same reason. Aztec ESkirms are still extra vulnerable against melee units, especially Jags. This will make ESkirms pretty good in Castle Age, actually fairly on par with Crossbows. It also happens to make them exactly equal to British Imperial ESkirms, and nobody thinks they're OP.
Indians - Villagers cheaper by 5/15/25/35% starting in Dark Age
Nerf Fisherman bonus, I'm not sure how but nerf it a little
Indians have nothing in the Dark Age except the Fisherman bonus. This means that they are either slow as molasses or they are stupid fast depending on the map. This is aimed to balance them out a little. If you make 16 Villies in the Dark Age, this is a savings of 40 Food which is kind of nothing and very similar to the Italian Age up bonus and I don't think anybody is calling them OP. At least it makes their bonus significantly stronger in the Feudal and Castle Ages.
Indians IUT - Hand Cannoneers +2 Atk, +1 Range
This is very similar to my Aztec ESkirm idea: Indian HCs lack Ring Archer Armor, so give them +2 attack to compensate. So they kill other HCs just fine. Indian HCs are very vulnerable to enemy archers. The only thing is that this makes them very deadly to Infantry so it might be OP. If the attack is +1 instead, Indian HCs kill FU Champs and Halbs at the same rate as other FU HCs.