The Tatars are a cavalry civilization with several design problems.
Their original bonuses β elevation damage and late-game sheep spawning β add little to their cavalry-focused playstyle.
This rework gives them consistent, useful bonuses that support fast, aggressive cavalry warfare while keeping their nomadic theme intact.
Cavalry and cavalry archers: Work well and support aggressive, mobile combat.
Keshik: A good unique unit β cheap, efficient, and effective against archers.
Original elevation bonus: Provided no consistent benefit for a cavalry civilization.
Sheep spawn bonus: Activated too late and added unnecessary unit clutter.
Flaming Camels: Have too much HP (55), allowing players to spam them and win by using only Flaming Camels.
Replace elevation bonus with Stables work 10% faster to improve cavalry production efficiency.
Rework sheep spawn bonus: New Town Centers spawn 2 Sheep in the Dark Age only to give early economic support without mid-game clutter.
Reduce Flaming Camel HP from 55 β 45 to make them easier to counter and require proper timing to use effectively.
The Tatars should focus on speed, mobility, and cavalry warfare, not terrain mechanics or late-game gimmicks.
The stable-speed bonus keeps them fast and aggressive without overlapping with Mongols.
The early sheep spawn gives a minor starting advantage without clutter.
Reducing Flaming Camel HP prevents low-effort spam and restores fair combat balance.
These adjustments make the Tatars logical, consistent, and balanced as a cavalry civilization.