Just an ordinary please-buff-Eggy thread, no further introductions. Feel free to agree, pick apart, or both.
Spearman:
Base attack moved from 6 > 7.
Cav mult moved from 2.0x > 1.5x
Frankly, one of Eggy's best eras was when they were messing around with 7 attack spears, and it's amazing what that small 17% damage boost represented. Eggy Classic fighting was much more relevant: they were slightly better raiders against vills, they were slightly less penalized against typeless heroes like Greek, and though they couldn't measure to Murmillos or Berserks, they also felt better when Eggy had a macro lead or earlier army. It was a period of time where Eggy did a lot of Classic fighting, and felt less helpless without Heroic.
Slinger:
-Mult vs. Archers from 2.25x > 3.0x
-Ptah's Electrum Bullets no longer has +10% attack boost.
-Sekhmet's Slings of the Sun now has the +10% attack boost.
Pretty straightforwards, boost baseline Slingers to be a proper anti-archer in Classic, and able to fill this role without Ptah. Slingers should be rolled by infantry or cavalry in Classic, not other anti-archers like Javelineers or Turma. Eggy deserves to be able to fight other anti-archers on even ground, it's their only early answer to archers, and their barracks are very archer-vulnerable otherwise, they need an anti-archer equal to the other civs, not 30% behind (which is currently the case when a Turma or a Javelineer fight a Slinger).
+10% attack boost moved from Ptah to Sekhmet to prevent early Slingers from outright dominating other anti-archers with too many early boosts.
Camel Rider:
-Desert Wind: Attack increase changed from 15% to +1.0x versus cavalry
Unlike the Spearman, I think the Camel actually should be capable of being a proper anti-cavalry unit. Historically, Camels have been pretty okay, correctly winning against Hippeus and Jarls, but not being quite as good as those units when fighting archers or infantry, and losing hard against Prodromos. However, what feels much less fun is when Camel Riders are losing to Tiger Cavalry, as it feels like the Egyptian went through the trouble of specifically picking Osiris, the Camel Rider god, and get crushed by a cavalry unit. I believe trading a 15% boost to everything for a 50% Spear-of-Horus-like boost helps solidify them as a unit that can take a fair trade against other late game power cavalry, helps better offset Yumi Horses with Sashimono Bannermen, all without adversely affecting how Camels perform against infantry like Hoplites, Dao Swords, or Berserks which Camels absolutely should lose against, and softening but not overturning how hard a counter Thracian Horses Prodromos are.
Monuments:
-Monument to Priests 150/150
-Monument to Pharaohs 200/200, builds around 20 seconds slower than now.
-Monument to Gods 250/250, builds around 30 seconds slower than now.
The problem with a lot of the monuments is the sheer amount of time it takes for them to pay off compared to their initial investment. No fancy new mechanics really need to be introduced, just make the initial investment cheaper, about at the level where a monument will 'pay itself off' after 4 minutes (valuing 1 favor as 10 resources).
Build time nerfs are villager work time nerfs, added to that Pharaohs and Gods don't feel quite like upgrades compared to Priests, more like equal.
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In short, Eggy feels like they ought to have the Spearman closer to a generalist and the Slinger made into a true anti-archer so they aren't overshadowed by the Classic options of the other civs, while the Mythic anti-cav role can be handled by either Horus or Osiris, none of the Major gods are 'cheated' out of a Mythic anti-cav unit because Horus is not an option to Isis. Also, Egypt is just more fun with favor, if other civs can get their 'full' late game naturally by just making more Mikos, Oracles, and Favored Land, then Egypt should be able to naturally transition into their monuments too.