en.m.wikipedia.org/wiki/Iron_Ageen.m.wikipedia.org/wiki/Ferrous_metallurgy^ Links provided for reference for game designing.
I noticed that Iron working was put in the medieval era, that's a gross misunderstanding. Yes, they developed a better forge around that time, but the art of iron working predates far before that. The Ancient times was divided into three periods based on the materials used: Stone age, Bronze age, and Iron age. The iron age part is basically the high period of Greek/Macedonian warfare, Roman legions and so forth. Largely of what people think of "ancient times" is essentially only the iron age part.
Here's my proposal - add those phases of metalworking to the Germanic tech tree. You already have Bronze Working unlocking the Swordsmen. Great. What about basic metalworking techniques? It could be added to the tribal tech trees for all cultures.
(for Germanic)Basic Metalworking - 20 PP to research, require Community
Civilization - 70 PP to research (raised +10), add prerequisite Basic Metalworking to its requirements Tribal Law and Rally Points
The phrase iron working definitely needs to be bumped back into the ancient tech tree instead of where it is now. Tech - "Iron Working" can be changed to "Blacksmith Recruiting" (or whatever you call it).
Blacksmithing Recruiting- 60 PP, unlocks the Blacksmith Shop, when built in a city, adds +5 to city production. Blacksmith Shop cost # of PP to construct per city. (No idea what you think is fair here # -> 20?)
Back to thr Anicent times... maybe change "Swords" to "Bronze Axes" for clarification? And nerf the Sword bonus from +2 to +1? I'm not sure if that makes things too frustrating for the players trying to improve the BP of their military... The Latin tree should have a stronger effect in upgrading than the Germanic barbarians, but weaker in the Medieval era until the Renaissance. I would think it's easier to sort things out if you call the German Swordsmen -> Axemen and keep the term Swordsmen to the Latin cultural group or something.
The whole post here refers to the German tech tree, I haven't seen the Latin tree.
A new tech called "Iron Working" and put in the Ancient Era for Germans.
Iron Working - 40 PP to research, prerequisite Bronze Working, unlocks the Iron technology for military.
Iron Axes - 70 PP to research, prerequisites Bronze Axes and Iron Working. Gives another +1 on top of the Bronze Axes bonus +1 (Bronze Axes were nerfed down to +1).
Hordes - 100 PP to research (unchanged), change prerequisite from Swords to Iron Axes, still require Formations
Brutality - 55 PP (decrease -5), require Hordes, adds a +2 for the Horde's bonus points on rolls. (3+2 now)
I think my suggestions does adds to the barbaric personality to the Germanic barbarians: the axes thing, a slight better bonus for the horde. Now the Romans are scared of the Hordes plus whatever Iron Axes are around in the flanks too. It takes more work for Germans to research up to the part of getting the Hordes now with the added techs.
German Medieval Era needs to have a tech for Feudalism, Noblity, and Serfdom.
Serfdom would allow the farmlands to be farmed more, but brings negative bonus to cities due to poor conditions.
Loyality, Noblity, and Serfdom required for the Fedualism to work. Then Fedualism unlocks Chivalry.
"Iron Swords" change to "Iron Pikes"
Forge Mastery
Steel
Steel Swords
My suggested Medieval era for Germanic Cultural Group:
Blacksmith Recruiting requires 60 PP to research. Unlocks Blacksmith Shop.
Serfdom 100 PP to research, gives +5 to regions but -10 to each city.
Militia requires 70 pp, Blacksmith Recruiting and allows you to train Men-at-Arms which add nothing to die rolls but cost only 10 pp to train.
Loyalty requires 70 pp and adds +1 to All Medieval units' die rolls
Iron Pikes requires Militia, and Loyalty. Adds +1 to Man-at-Arms die rolls.
Forge Mastery requires 50 pp to research, Iron Pikes. Adds +5 boost pp to each Blacksmith Shop.
Noblity 40 PP to research, require Serfdom and Loyalty, gives you a Lord.
Fedualism 110 PP to research, require Noblity, unlocks the Fedualism govt for your civilization.
Chivalry requires 100 pp to research, forge mastery, loyalty, and feudalism. Allows you to train Knights which cost 50 pp to train and adds +4 to die rolls
Phew! That's a lot of typing and editing on the phone!