Egypt's UP, while not very flashy, combos very well with their terrain. Their capital grows very rapidly, allowing them to put out massive amounts of production. Their tech rate rapidly outstrips the Babylonians, and once they start building Cottages they basically become uncontestable if they player knows what they're doing.
Babylon is primarily designed to be defensive, but the Asharittu is probably one of the best city attack units in the early game. The only ancient unit better at softening city stacks are catapults, which come way later and cost more.
First off, and most importantly, I'm glad you experienced results contrary to my experience of feeling a slight disappointment with what was achieved when playing the egyptians.
(But the almost inevitable) However I found the egyptian terrain less of a help than the babylonian terrain, so I am a bit surprised the egyptians outtech the babylonians (thebabylonians also get their cottages a full technology before the egyptians and their UB supports their science) and also the massive amount of production seems smaller than the babylonian potential (one deserthill vs two plain hills, although the deserthill will eventually receive a copper and horses are discovered in the desert which puts them on par with the two plains hills, but even this is discounting the productionbonus of chopping forests and the buildingmalus of improving desers
)
To me the bonus in growth due to early acces to the distribution civic feels more like a rubber bandaid foor (relatively) poor terrain than a bonus that synergizes with the environment so it puts them ahead of the curve. If they started in a really foodrich environment like the indians… or less pronounced, a healthy environment like the harappans, that would help them more. Right now the main issue that is keeping Egypt down imo is health. So imo from a design perspective their strong points (augmented by their unique power) should be in other domains than growth and size related strengths.
The one thing the egyptians do have going for them is the need for less revolutions. Three turns of research and production is nothing to be sneezed at....
(shame though that this bonus comes in the form of a penalty for all other civilizations, it is a nice inspiration for a unique bonus for a barbarian civilization though, whenever they receive a new technology or change civics the other civs receive one turn of anarchy. Athough this unique power probably belongs in the very bad ideas section… ...if nevertheless somehow implemented, please also increase the total amount of turns in game
)
As for the bowmen, sure they are the best available, but they are not particularly effective at what they are the best in. Early
s are more important than later ones. Also I'm not so sure their current design is primarily defensive. The Babylonians first defensive challenge (the three huluganni right before the spawn of the greeks) comes (albeit just barely iirc) in the second half of their total playthrough when aiming for a UHV.
But nonetheless, 1SDAN, thank you for your thoughts on the subjects I raised. I do wholeheartedly hope I did not convince you to change your opinion on them. The parts of the mods I play I like most are usually those who do things in a way before then unbeknownst to me. And those come into being by people who think sincerely different about certain topics than I do.