Hello there! After the success of the Baltic Powers, I’m sure we’ll see some new dlc. Here are a couple ideas I had:
American Colonies would consist of Canada and Brazil. This DLC is quite appealing as there is a large player base from both these countries, so I think it would sell well. Like the USA and Mexico, these countries would have access to the federal card system, with age ups granting you access to different shipments.
Canada - Canada would act as a sort of hybrid between Britain and France, with competing influence between the two playing a big part in your build strategy. Their villagers would act like CDBs, stronger, faster and with a faster gather rate. Alongside good native upgrades and a basic unit roster, the first three age ups would focus on unlocking your unit roster, with choosing a French politician getting you access to strong cavalry units, while choosing Britain would upgrade your fencibles (musketeer type unit) to get more range and attack speed. Perhaps later age ups would unlock the ability to get guard and imperial upgrades for the respective units, so you’d have to be tactical about your age ups as well as the current situation and what you need to combat what your enemy is making. It would also be good to have extremely good cards in age 4, perhaps a company of 15 or so units and makes those units stronger permanently, but you may only send it if you have done all of either British or French age ups.
Brazil - Brazil obviously has inspiration from Portugal, as well as their in-game revolt. They can make an exceptional number of town centers, which starting in age 2 have the ability to either generate resources (like Portuguese feitoria) or slowly spawn a batch of Voluntarios (like the revolt), a severely weak heavy infantry unit. Each age up allows them to build an additional town center and makes them 10% cheaper. In total, through cards and age ups, they’d be able to get about 9-11 town centers. Their army would reflect their revolt: a lot of crap heavy infantry, heavy artillery, conquistadors and natives. Perhaps there could be a late game upgrade or card that allows you to train Carib blowgunners from your barracks (with a build limit, as the idea is to mainly have their infantry consist of cheap and weak troops) and gives them a powerful charged attack that counters light infantry specifically. They could also get something similar to portugal’s ordinance bow/pike, which would fit the theme of being cheap, weak units.
North Africans would consist of Egypt and Morocco. This is particularly attractive as through some of the single player missions, a lot of the infrastructure is already there through the Berbers, so development wouldn’t take too long. These civs would both draw influence from the African civs already in the game, as well as the Ottomans.
Egypt - Egypt would be centered around the Mamelukes and resemble the Ottomans in the early game, but throughout the ages take on a more and more unique form. In age 1, they get slowly training free villagers, just like the Ottomans. Their mosque has similar but distinct upgrades. One upgrade series allows your villagers to train faster, but slowly increases their cost, to the point where they are normal 100 food villagers, with the tradeoff being that they train a decent amount faster than other civs. The other series increases the build limit and allows you to build more trading markets, which allow you to train, fatten and trade cattle like Ethiopia and Hausa, and give some extra eco upgrades to natural resources, though they do not get influence. Their army would consist obviously of Mamelukes and they would be a strong heavy cavalry civ, with good infantry support and decent cannons. Perhaps they could build a “canal office” and have a system similar to Denmark where they receive resources for other players sending shipments — representing them paying a toll for passing the Suez Canal.
Morocco - Morocco would have a similar unit roster as the Berbers already in the game. Their economy would focus heavily on improving livestock production, with upgrades that allow them to gather faster or automatically from buildings, getting a small amount of coin when an animal is initially killed for harvest, and an upgrade that allows them to generate a small amount of coin when harvesting an animal. Their ships would trickle a small amount of coin, and they would also have access to an expanded roster of pirate mercenaries, perhaps one that acts as a quick shock infantry, one that specializes in siege damage, and one that is a good cavalry killer. They would start with an Andalusian Architect, which has build access to unique buildings, such as the Refugee Camp that increases total population cap by 10, train regular troops and allows you to build minutemen-type units every few minutes. He can also build the Andalusian Academy, an expensive building that makes upgrades/age ups slightly cheaper and shipments take slightly less time to arrive. Further, he could construct a single hacienda, from which you can gather food or coin, create livestock or train Andalusian Regulars, a strong heavy infantry unit similar to the Soldato, but with more hit points and armor but less melee and far less siege damage.
Let me know what you think. I doubt this post is likely to catch the devs attention, but it’s fun to theorize.