This is my second topic on “race concept” (the first was about the Swedes). I consulted with ChatGPT and together we sketched out certain concept of what the Armenian race could be like. I understand that the game already has the Ottoman Empire, which occupied Armenians for a long time, so separating them into a divided game civilization might not be entirely justified. However, I just want to show off my ideas. No need to take all of it, just pick some.
Bonuses:
- More profitable trade in markets (due to Armenia’s location at the crossroads of trade routes, which allowed them to tax traders and enrich themselves)
- “Defense of Faith” ability, which gives a bonus to attack and defense of units if they are near churches (defensive ability)
- Excellent archers and spearmen.
- Armenians were famous for their war machines, so their catapults could have a longer firing range and increased accuracy.
Penalties:
- Limited possibilities for producing powerful cavalry due to weak horse breeding
- Lack of special bonuses on the water due to the fact that the territory of Armenia lies far from the sea
- Bad (or no) artillery, since Armenia did not do scientific research in this area in the Middle Ages
Unique units:
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Armenian camel archers: Armenians used camels as vehicles and war animals. Camel archer units could have increased mobility and range, making them effective in long-range attacks.
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Armenian Nomads: Given the historical migration of Armenians and their nomadic lifestyle, Armenian nomads could be a unique type of military. They could have high mobility and the ability to quickly create temporary camps that provide bonuses to Armenian units.
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Armenian Avengers: In the history of Armenian people, there were cases when they organized vengeful expeditions against their enemies. Avengers could be units that deal extra damage to enemies, especially against certain races or unit types.
Unique buildings:
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Caravanserais:
Could serve as trading centers where players could send their merchants to obtain additional gold or other resources. Or could provide protection for traders, increasing their safety while moving around the map. Or could increase the rate of resource gathering or provide bonuses to trade, helping to develop the player’s economy. -
Basilicas:
Could replace simple churches. Gives faith bonuses: increasing the effectiveness of religious units or improving their abilities. Basilicas could serve as fortified structures, providing protection from enemies and improving the player’s defense. -
Chambers:
Gives culture Bonuses: Chambers could provide culture bonuses, increasing the speed and efficiency of cultural units or improving their abilities (what exactly this might mean in terms of game mechanics is left to your own speculation). Chambers could improve the morale of the people around them, improving productivity.