Civilizations
~Arabia
* (Arabia is still one of the strongest Civilizations in the game, but they've been hit hard by the fact that selling luxuries is much, much less profitable now. Still, I don't feel like they need a buff, just a tweak that should have been patched long ago. However, I feel like the Camel Archer definitely needs a slight nerf. It is by far (just my opinion) the best Unique Unit in the game. Its Ranged Strength is 21. Just to compare: Artilleries are 28, Keshiks are a measly 16 and Crossbows are sitting at 18.)
+ All Trade Routes now apply Pressure more effectively, not just Caravans
+ Camel Archer ranged Strength reduced from 21 to 20
~Assyria
* (Assyria have always suffered from decent but situational bonuses. Having a filled Great Writing slot as requirement for giving +15 exp is just a horrible mechanic. Their Unique Ability is also highly random. I suggest changing it to Assyria stealing a tech like a Spy would, but that might push them over the edge, so I will let it rest for now. Their Unique Unit is very strong if used right. I don't know why they went with 15 experience on the Royal Library when 20 is needed for a level up.)
+ Royal Library no longer has a Great Slot of Writing
+ Royal Library no longer needs a filled Writing Slot in order to grant experience
+ Royal Library now grants 20 experience instead of 15
~Byzantine
* (Byzantium is, in my opinion, one of the worst civilizations in the game. They can potentially be very strong, but only if you are playing on a coastal map and your opponents have coastal capitals. I feel like their Unique Ability is actually very strong, especially now seeing as the AI does not favor religion as much. Getting two Pantheons is very, very big. I feel it is very unfair that great Civilizations like Greece exist, where their Unique Unit, the Companion Cavalry has not one (+1 Movement), not two (added Combat Strength, but three (Great Generals 1) amazing advantages. The Cataphract needs some love in order to make Byzantium a relevant Civilization for early warfare. They are already good in that they can fortify and are one of the very few units that can keep up with Swordsmen early, but Horsemen are used for the additional movement point and Cataphract need something to make up for this loss.)
+ Cataphract now gains the Great Generals 1 Promotion
+ Dromon Hammer value reduced from 56 to 50
~Carthage
* (This is another contender for weakest Civilization in the game. They have been buffed indirectly by buffing Horsemen and buffing wide play, which Carthage benefits from. Their bonus of being able to move over mountains is extremely situational and rather negligible. They really need an economic boost for when they are starting inland in order to be viable. Since they are also a Civilization leaning towards Domination Victories and roads are essential for Domination Victories I feel like this is a bonus that would suit them well. Triremes are sadly a terrible unit, so I suggest giving Carthage a unique Caravel, since not a single Civilization in the game features one.)
+ Additional Unique Ability: Pay only half for road tile maintenance
+ Quinquereme is now no longer a Trireme but a Caravel
+ Quinquereme starts with the Coastal Raider Promotion
~Dutch
* (To me, the Dutch are the definition of a mediocre Civilization. Their Unique Ability is not very good, but it's also not bad at all. Their Unique Unit on the other hand is just suboptimal and its bonuses don't work well together, I would like a little more Synergy. Giving them Boarding Party makes them stronger against enemy navy, which allows you to capture more ships. Polders are absolutely fantastic, but you won't get to build them on many tiles. I don't want to suggest too many changes since I don't want to push them over the edge.)
+ Sea Beggars now start with Boarding Party I instead of Coastal Raiders I
+ Polders are now available at Currency
+ The Dutch now have a Swamp start bias
~Ethiopia
* (This, in my opinion, is one of the Civilizations where the developers really fked up. Their bonuses work against each other. Stele might just be the best Unique Building in the game, which makes wide play very powerful, but their Unique Ability encourages tall play.)
+ Unique Ability now grants Combat Strength against opponents with less cities instead of more
~Hunnic
* (This Civilization might just be the single strongest contender for a Domination Victory in the entire game. Their ability to mass Horse Archers is problematic, but fixed with a single change.)
+ Horse Archers now actually need Horses in order to be built
~Inca
* (Another amazing Civilization, but this time for peaceful and warring games. All their bonuses are amazing, they're very synergetic. I feel like a small nerf is in place.)
+ Keep no maintenance cost for Improvements on Hills, but full maintenance cost everywhere else
~India
* (I feel like India are unappreciated for wide play, but they have one fatal flaw: early expansion is punished, which is extremely troublesome when playing on high difficulties.)
+ Unhappiness from founding a city is now 5 instead of 6
~Indonesia
* (Once again Indonesia is one of those Civilizations that only work well on water-based maps. They do however have a great Unique Building, which I think is fine as it is. A little rework of the Unique Ability and a complete rework of the Unique Unit can make this Civilization compete with the others. I would very much like a unique unit that accompanies their playstyle, that can be massed and can be used to discover new continents.)
+ Unique Ability now grants you a single Unique Luxury in your capital in addition to the ones you get for founding on a new Continent
+ Kris Swordsmen now gain +1 Sight and +1 Movement when embarked
+ Kris Swordsmen now cost 65 Hammers instead of 75
+ Kris Swordsmen lose their random bonus
~Iroquois
* (They already recieved a major buff when Swordsmen were made viable. The Forest Pantheon also really helps the Iroquois. They are still an extremely weak Civilization. Their Unique Ability iirc is very buggy and often times makes things worse instead of helping.)
+ Longhouse now also gives you +10% Production Value
+ Unique Ability changed to:
+ Units move through Forest and Jungle in friendly territory as if it is Road
+ Gain one additional Trade Route slot upon researching The Wheel
+ Caravans move along Forest and Jungle as if they were Roads
~Japan
* (With only a few very slight tweaks this Civilization can go from mediocrity to being a very unique warmongering Civilization. First off, I think their Unique Ability is fine, but it would be nice if they had another bonus for peaceful play. I suggest adding Tourism to Work Boats and Atolls, since it helps with Ideological Pressure for a Domination Victory or helps with a Culture Victory. The Samurai needs some love, but it is very strong, especially with the changes to Longswords that I posted earlier. I would suggest giving it Shock. My only two problems with the Japanese are the Zero - it comes too late to do anything of worth. However, if the Zero was actually a Triplane, it would open up so many amazing strategies; for example: the player can now rush Flight, get Autocracy, build Prora and after that spam Zeroes without needing Biology, since they are not Oil reliant. They are not nearly as strong as Bombers, but they have a lot of offensive and defensive utility. This would make Japan a very unique Civilization and help distinguish them from others. Triplanes used offensively also benefit from Bushido a lot more, so there would be synergy with their Unique Ability. Aditionally, the ability to build sea imrpovements with Samurai is a fking joke. Steel comes way, way too late, at a point where all your sea resources should have been improved long ago.)
+ Workboats and Atolls now provide +1 Tourism upon researching Flight
+ Unique Ability now lets you build Work Boats for 20 Hammers instead of 30
+ Samurai can no longer build Work Boats
+ Samurai now start with Shock instead of Drill
+ The Zero is now a Triplane with Interception 50 and +33% bonus against other Triplanes
~Morocco
* (Once again one of the, if not the, worst Civilization in the game. Their economic bonuses are almost nonexistent, especially considering how likely you are to lose your Caravan to a greedy AI now. They are also heavily dependant on a desert start, which is always bad if you don't get it. The Berber Cavalry is mediocre at best and the Kashbah is only really good in a Petra city. Their Trade Route bonus is very weak, especially since Trade Routes have been nerfed this much. I feel like in order for them to feel unique they have to get a really strong bonus for their Trade Routes, so that they prioritize those technologies and the East India Company.)
+ Unique Ability +2 Gold for everyone sending a Trade Route to Marocco removed
+ Unique Ability now also grants +1 Gold and +1 Culture for every internal Trade Route
+ The Kashbah defensive bonus is removed
+ The Kashbah now grants +2 Food, +1 Production and +2 Gold upon researching Biology
+ The Berber Cavalry loses its bonus in desert
+ The Berber Cavalry can now fortify and receive defensive bonuses
~Ottoman
* (Both the Ottoman Unique Units are very interesting, but only the Janissary has good bonuses. The idea of using the Sipahi as a spotter is neat, but it needs more help to do that role better. The Ottoman Unique Ability needs a rework, but I personally hate the one it got in NQMod.)
+ Unique Ability is completely scrapped
+ Unique Ability now gives you Gold worth half the opponents combat strength on kills
+ Sipahi now receives the +1 Sight Promotion and +1 Movement, but loses its other bonuses
+ Sipahi now has a Combat Strength of 24 instead of 25
~Polish
* (By far the strongest Civilization in the game, but I feel like buffing the weaker Civilizations is much more effective compared to nerfing the strong ones, so I will only tweak them a tidbit.)
+ Winged Hussars now have 26 Combat Strength instead of 27
+ Winged Hussars lose their additional Movement Point
~Polynesia
* (Their Unique Improvement is very interesting, but you will have to sacrifice farms, which is a big downside.)
+ The Moai now gives you +1 Food instead of +1 Culture, rest remains unchanged
+ The Moai still grants Culture for nearby Moai
~Roman
* (Legions are a little too strong right now, aside from that they seem fine to me. Ballistas are still easy to deal with.)
+ Legions Combat Strength reduced by 1
~Spanish
* (The concept of the Conquistador is very nice, but the Tercio is just lacking. I also find their Unique Ability to be too luck dependant.)
+ Unique Ability now gives +200 Gold when finding a Natural Wonder, no matter whether you are first or not
+ Tercio loses its additional Combat Strength, but now has a bonus against Mounted Units and Gunpowder Units
~Zulu
* (With the nerf to Impi the Zulu are in a very odd state right now. Rushing Chivalry is not the most viable of options. In my opinion, Impi should be Longswordsmen.)
+ Impi are now Longswordsmen
+ They have the same Combat Strength as ordinary Longswordsmen
+ They lose their Spear Throw promotion
+ They gain the Charge Promotion, usually only available for Mounted Units
+ They keep their bonus against Gunpowder Units and Mounted Units, even upon upgrading
+ They upgrade to Musketmen like regular Longswordsmen would