A Himalaya civ: the Newari

THE NEWARI (villager civ):

  • No starting scout unit for all players
  • Effects and cost of Loom are doubled
  • Farms take 2x2 space (instead of 3x3)
  • Receive 15 gold for every house when you advance to the next age

Team bonus: houses +3 LOS

Unique Unit: KUKRI WARRIOR. Fast infantry that can work like a villager.

Unique castle tech: TENACITY. You can toggle your vills to aggressive stance (=will attack without orders). While aggressive, they are 20% faster and have +5 attack.

Unique imp tech: POLYTHEISM. Whenever you build a monastery, a new relic will spawn randomly on the map. Your relics also generate food.

Tech tree: perfect infantry, close to perfect foot archers/cannoneers, no stable, average uni and workshop, excellent monastery, awful docks.

All these bonuses come with a heavy Himalayan vibe: the importance of good clothing in such a harsh place (double loom), the importance of a good shelter (houses give gold bonuses), the lack of flat fertile space (smaller farms). The culture is reflected in polytheism, encouraging you to build many monasteries, and in the resilience of the people as the Newari have the best villagers in the game. Their geographical isolation is reflected in the lack of early scouting for both you and your opponent, but from their mountains they have some oversight coming from their team bonus. Horses are barely used in the southern Himalaya so they have none, and ofcourse also a very bad navy so far from the sea.

All in all, playing with or against the Newari is a completely new game experience!

Already Im not okay. Doubling the cost and effect of loom in rhe long run the doubled effect means archer and tower rushes are not an issue because 4 PA and 15 more hp is great
 but you’re 50 gold behind every other looming civ

Removing everyone’s scout is just anti fun! And a Himalayan civ akin to Tibetans are without stables? Even if the stable units are weak this is just not very good to have.

The randomness pf the spawned relic is also bad because if uou build a bunch of religious buildings and the relic spawns on the enemy or you’re fighting a Burmese player you can be in serious trouble!

Im not sure the sttategy here but it seems very unfun to both use and play against because you get punished for fighting them by them just existing and erasing all scouts!

2 Likes

Yea no, I don’t like this at all. This is so anti-fun, like genuinely, this is gonna be the most hated civ if SOMEHOW, in some CAPACITY, this gets added.

3 Likes

how would they defend against a strong knight civ? knight civs usually establish map control. to defend against the knights you will want to add monks, hooray free relics for the knight player (Lithuanians especially will love playing against this civs)

2 Likes

That the civ starts with no scout to spice it up, sure. But removing it from all players, absolutely no.

The monastery bonus could snowball to a ridiculous degree, if you keep spamming it. This will severely unbalance the economy. The random effect too makes it an unnecessary gamble when playing regulary.

1 Like

Forget Lith, Burmese are fine enough af Knighting and they know exactly where the relic will be at all times

3 Likes

What’s the point of this UU?both units are exactly the same.

I think debuff bonus should be avoided unless it is a UT.
What about having ‘+2 villagers -1 Scout’. The team bonus be increased to help with scouting.

This sounds really OP and allows villagers to tank archers, take on millitary units and destroy other villagers.

What about instead ‘can research loom again in Castle Age’ OR ‘Villagers +0/+1/+2/+3 Pierce Armour‘

I think keep them focused on one specific thing, maybe they can just build military buildings or just repair things.

Maybe spawn 3 relics on the map instead of spawning one every monastary, promoting map control but cant be abused to ridiculous degrees.

I like this bonus, maybe add a cap of 600 gold max just in case.

Tenacious Villager Long Swordsman Karambit Warrior
Cost 50f (50t) 50f 20g (70t) 25f 15g (40t)
HP 55 60 30
Armour 2/4 3/4 2/3
Attack 8 11 9
Speed 0.96/1.04/1.12 (Wheelbarrow/Handcart) 1.056 1.32

Idk if this would be OP or not but seems a bit overlapping with the UU. Maybe make the unique tech make villagers automatically fight back (so it is used for defense not offense) and give them +4 attack. Or just replace this Unique Tech.

Just give them a really bad stable, no stable means they can barely do anything against skirms early game

1 Like

Thank you for all the feedback. Here is the new version based on it:

THE NEWARI (villager civ):

  • Your starting scout is replaced by 2 villagers

  • You can research Loom twice

  • Farms take 2x2 space (instead of 3x3)

  • Receive 15 gold for every house when you advance to the next age

Team bonus: houses +6 LOS

Unique Unit: KUKRI WARRIOR. Fast infantry that can build. Stats between light cav and knights.

Unique castle tech: KARMA: When a villager is killed by an enemy unit, that unit will lose 25% of its hit points.

Unique imp tech: HIMALAYAN SKY MONASTERIES. Every new monastery will generate gold as if it holds 1 relic. You cannot build monasteries within 25 tiles of another monastery.

Tech tree: perfect infantry, close to perfect foot archers/cannoneers, no stable, average uni and workshop, excellent monastery, awful docks.

=> Even more focus on “spreading out thin” with your buildings: both houses and monasteries should be build around the entire map, reflecting the isolated villages and cloisters in the Himalayan mountains. Villagers are given more defensive attributes instead of offensive. Kukri Warrior should replace cavalry somewhat. The “unfun” enemy scout removal is no more, compensated by more LOS for Newari houses.

Isnt this how normal monasteries also work?

Terrible design choice,how do you use this in multiple island or tiny maps?

Broken as hell.Imagine an elephant unit loosing to 3 villagers

First bad second worse third fine fourth needs a cap off

1 Like

Terrible design choice,how do you use this in multiple island or tiny maps?

A Himalayan civ that inhabits vast mountains not being able to use one of their bonuses well on water maps? Crazy!

I get it,this is a troll post.

1 Like

scouting is an essential part of the game. not having a scout is very strange civ design

eww

how does this work? I build a whole bunch of monastries close to each other, then research this tech. What happens to the monastries.

On a different note, I don’t think there should be build restrictions in this game.

no? a monastry doesn’t just generate gold on its own.

1 Like

I miss when there was an art to civ craft. I guess we can take solace that this isnt ai slop!

My issue with the new bonuses is that it makes the civ feel the same, it feels like you went in a circle with it.

My issue with the new bonuses is that it makes the civ feel the same, it feels like you went in a circle with it.

I want the civ to feel the same: a feeling of isolation and hardy folk that can withstand rough circumstances. Houses acting as scouts and an incentive to spread monasteries around the map will make for a very unique base-building style.

Newari should dot houses around the map from the very start and later on add their religious buildings everywhere. Their main bases are smaller than any other civs, mostly due to the smaller farms, reflecting the absence of megacities in the Himalaya.

It will not only allow for very unique strategies, but also visually they will appear very different just from their unique base-building.

Countering them will also be different: destroying their houses and monasteries could be better than killing their vills.

Yea
 no

Who would ever?! It take 6 hits from some units to kill a villager. Maybe 20. It takes way longer to kill a house with hundreds of hp!

It takes 50 villagers to barely have monastery hp

Yea idk man, this guy really wants to make an anti-fun civ.

1 Like