Weakest/boring civs will be addressed first
Civilizations
~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
I kinda liked the thematic idea of the Royal Library. I had thought about the following changes:
-1 free GW at Writing (giving more culture to assyria as a side effect)
-+1 base science to the royal library
-+20 xp instead of +15
Basically it removes the problem of having to wait for a GW before benefiting of the RL and limits the xp bonus to the capital at first while also buffing Assyria with raw culture and science.
~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
Agreed on the unique units, although I think I should allow Byzantium to still be able to make Trireme for naval captures.
When it comes to their UA Piety being buffed and them having a 17STR horseman truly helps them.
~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
This destroys the theme of the UU so no... My current idea was to give Carthage a unique harbor (that they get for free) increasing gold and naval xp.
~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
The problem with giving Luxury is that afaik the luxury appears under the city so creating copy in the capital creates a problem where you can't have more than one. This can be avoided by adding a loop that looks to the first available tile though... which will be annoying to do.
Agree on the UU changes.
Iroquois: Either apply road and production bonus to jungle as well or give longhouse 10% production like ordinary workshops. [actually makes longhouse an improvement over workshops]
~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
Yes +10% prod. The jungle movement is reasonable. However I'm not sure about the additional route. I was thinking to also make the longhouse available at IronWorking.
~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
Tourism on tiles is the kind of stuff that makes you hate Firaxis because it is not coded into the game (tourism is for no reason at all not considered a yield). However whoward pnm mod has the code for it so it's possible to do it.
I'm also likely to give a boost to the Samurai strength. Samurai have already shock
Zero as a Triplane is not thematic so no :|
Japan: Samurai have Blitz instead of Shock. [works better with their unique ability, actually makes them scary]
Scary for sure but wouldn't they be over the top exactly because of the UA ?
~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
The UA still seems very underwhelming no ? You're rolling +3G +3C at T100 ? Ugly. Also it forces you to use internal only.
How about making it very likely for an AI to send toward Morocco or a simple trade route buff: more gold/science from external, more food/prod from internal.
Ok about Kasbah buff but why Biology ?
~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
The ottomans is one of these civs that get 2 land UU almost at the same time like Rome. I cannot see myself ever fielding both in a game. These two civs for me would get one of their UU removed and replaced by a UB to make them less awkward.