Man-at-arms
- Upgrade time reduces from 40s to 20s in Castle Age
Long Swordsman
- Upgrade time reduces from 45s to 25s in Imperial Age
Two-handed Swordsman
- Upgrade time from 75s to 60s
Champion
- Upgrade time from 100s to 80s
It's hard to switch to infantry.
Fast Fire Ships
- Bonus damage vs buildings: +3 -> +1
- Bonus damage vs standard buildings: +0 -> +2
This ensures a minimum of 2 damage vs buildings even when masonry is researched (otherwise Fast Fires do the same damage as Fire Galleys).
Fishing Ships
- Can drop off at Town Centres.
Useful for amphibious terrain.
Aztecs
- Jaguar Warrior: upgrade cost from 1000f,500g to 800f,800w
- (Elite) Jaguar Warrior: Line of sight from 3(5) to 4(6)
- Elite Jaguar Warrior: creation time from 12 seconds to 10 seconds
This niche counter unit could be made a bit easier to use. The Aztecs have the weakest castles, so the creation time bump is especially helpful.
Bohemians
- (Elite) Hussite Wagon: Fixed the bug where cancelling an attack before the additional shots are fired causes the primary shot of the next attack to be replaced with a (low damage) secondary attack.
- (Elite) Hussite Wagon: attack delay reduced from 0.93 to 0.6
Annoying bug. Would make the units a bit easier to use.
Bulgarians
- Bagains: cost from 900f,450g to 800f,400g
Infantry is hard to justify, but cheaper UTs would make it an easier sell.
Burmese
- Team bonus (vision of relics) changed to civ bonus
- New team bonus: infantry +2 LoS
Currently the Vietnamese TC vision bonus is a civ bonus (but their allies get it thanks to shared vision), which makes the Burmese team bonus seem a bit lackluster.
Celts
Siege weapons fire bonus from 25% to 15%/25% in Castle Age / Imperial Age- Stronghold: additionally affects Town Centres, and causes units garrisoned in buildings heal 8× faster.
- Herbal Medicine is no longer available.
Underutilised tech. Herbal Medicine gives 6x, so this would be like Herbal Medicine+
Huns
- (Elite) Tarkan: Attack rate from 2.1 to 2
This puts them on the same attack speed as camels, elephants, lancers, and scout/light cav, but they still attack slower than knights, hussars, etc.
Incas
- Andean Sling: additionally removes the attack delay for Skirmishers and Slingers
- Andean Sling cost from 200f,300g to 200f,300w
This tech currently isn't really worth it.
Khmer
- Houses garrison heal rate: from 0 to 6 HP/min (same as a TC/tower).
intuitive behaviour - seems like an oversight.
Malians
- Tigui: additionally increases TC damage by 1
This tech isn't picked up much. Malians lack bracer, so this puts them on par with other civs in Imperial Age.
Mongols
- Nomads: changed from just affecting houses to affecting all buildings which grant population space
- Nomads: research time from 40 seconds to 5 seconds
This tech currently isn't great - it could be better if it was a panic button to stop you from getting housed when you are about to lose a castle.
Slavs
- Druzhina: cost from 1200f,500g to 900f,450g
Infantry is hard to justify, but cheaper UTs would make it an easier sell.
Spanish
- Missionary: can pick up relics, but moves at the speed of a monk when carrying a relic (has to dismount to pick them up)
This unit isn't seen much. My alternative idea is to make them a bit cheaper and quicker to create.
Teutons
- Crenellations: cost from 600f,400s to 600f, 400g
The stone cost is ugly.
Vietnamese
- Chatras: HP bonus from 100 to 70
- New civ bonus: Battle Elephants gain 30 HP
A little push toward elephants with the "Saracens treatment".