Millennium AD A25/26 ver: (code name Y---, Z---). (6 civs; Byzantines, Carolingians, Norse, Anglo-Saxons, Umayyads, Kiev Russians) Civ: Byzantines: Similar civ ingame: Romans. Status: Empire. Special techs: n/i Special units: n/i Special buildings: n/i Gameplay: Strong defense, Good cavalry (check), Strong buildings, Slow development, expensive units. Expected special units: n/i Expected special buildings: Library, Royal palace (not an expansive civ, among the most advanced and literate civs in their age). Expected techs: Architecture bonus, Strong Christianity bonus (a civ remembered by its contributions / defense of the Christian faith). Balance advice: Make their cavalry more standard. Give them special formations. Civ: Carolingians: Similar civ ingame: probably Macedonians with royal features like Persians. Status: Empire. Special techs: n/i Special units: Royal cavalry and infantry Special buildings: Library (currently implemented in mod) Gameplay: Weak defense, good cavalry (should be OP), weak buildings, slow development, expensive units. Expected special units: n/i Expected special buildings: Library (currently in mod), Imperial palace, military camp* (not military colony). Expected techs: Christianity bonus. Royal bonus Balance advice: Make cavalry more varied and skillful (chariots maybe? *check history). Give them special formations. Civ: Norse: Similar civ ingame: none (The most different from all civs in mod too) Status: Tribal. Special techs: Boats tech. Special units: Many. Special buildings: none. (missing Wonder) Gameplay: terrible defense. OP infantry, weak buildings, quick develpoment, expensive infantry, lack of cavalry*. Expected special units: probably just resource wagons and scout cavalry (they currently have many infantry units, and full heroes). Expected special buildings: Grashaus ('grass house'; quickly heals units). Jarls Hold (current civic center, take new building from sketch in forum as their new place for heroes, continue with the civic center / fortress thing name it Langhaus, or something similar in Old Norse). Probably an smaller dock with market and military colony features. Expected techs: Merchant bonus. Loot / capture bonus. Balance advice: Make their units more effective against cavalry (or cheaper). Cheaper buildings. Make boats less OP in naval maps. Make houses 5 pop bonus. Remove the CC restriction on the number of buildings. Civ: Anglo-Saxons: Similar civ ingame: Britons without chariots. Status: Tribal-Empire* Special techs: n/i Special units: n/i Special buildings: none. Gameplay: good defense. good cavalry, weak buildings, average develpoment, no cheap no expensive units. Expected special units: probably just resource wagons and royal cavalry. Expected special buildings: Great / Royal hall (take barracks model and model a new barracks, works as a Syssiton). Maybe a windmill. Expected techs: Resilience bonus. Food bonus. n/i Balance advice: Nothing much, to be honest. This civ requires differentiation from current ones. Something is missing. Civ: Umayyads (should they represent Rashiduns as well?): Similiar civ ingame: Ptolemies. Status: Empire Special techs: n/i Special units: n/i Special buildings: none. Gameplay: good defense and good attack. Good camels and Elephants. Strong buildings, average development. Expected special units: n/i Expected special buildings: Umayyad palace, Library. Expected techs: Islam bonus. Archers bonus. Attack / expansion bonus. Balance advice: Make their buildings more expensive. Limit the number of Elephants. Civ: Kiev Russians: Similar civ ingame: Britons / Gauls (good cavalry / food bonus). Status: Tribal-Empire: Special techs: n/d Special units: n/d Special buildings: n/d Gameplay: n/d good attack and normal defense. Good cavalry. Weak buildings. Quick development. Expected special units: n/i Expected special buildings: Trading Post (military colony with market features). Windmill (food production bonus). Expected techs: Byzantine links. Merchant and food bonus. Balance advice: Cheap buildings. Better siege weapons. What else? n/i: no idea n/d: not developed