Catalog of proposals on minor factions/civilizations (AOE-3 BASIC + TWC + TAD)

NOOTKA

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Nootka | Age of Empires Series Wiki | Fandom

ArrivedLeader22

REWORKED TECHS

  • Loyal Nootka War Chief: Nootka already has a warchief, and now it can be made into a hero.

ScEv0lution

Summary

REWORKED TECHS

  • Nootka Bark Clothing(125w, 125c):+50% vil hp for 125w 125c. Fine tech, no overhauls needed. Maybe you could reduce the cost somewhat, but the concept is solid. Maybe it also increases the hp of Nootka units by 10% but that’s pushing it.
  • Nootka Potlatch (300f, 300c): Since the tech only affects the Clubmen, I think it’s fine to double down and make it even stronger. Instead of a 10% discount, I say it should be a 20% or even a 30% discount and also a +50% build limit. This would pay off, rather than after 60 Clubmen, after only 30 or 20. Now, that’s a very large effect and maybe the tech should be made more expensive. But I don’t mind, since at the end of the day all of this is being put back into the Clubmen and the Clubmen alone (which is still a mildly underwhelming unit) so I don’t mind giving them silly buffs, especially when it wouldn’t affect their performance in combat.
  • Loyal Nootka War Chief (200w 200c): His limit increases by 1 for each Trading Post you own, so it could be interesting setting his limit to 1 if he turns into a hero .
    Overview: As it stands, he’s basically a 2-in-1 Clubman with a large splash attack and slightly better siege, You could increase his stats even further, say to a 3-1 clubmen, but I think you could make some changes that are much more dynamic. As I see it, there are two directions you could go to overhaul the Nootka Chief:
    Option A) One possibility is to turn the Chief into a Mansabdar type unit. He’d gain an aura that increases the attack and hp of all nearby Nootka Clubmen by 10% each.
    Option B) Turn him into a Hero unit. This would grant him standard regeneration, the ability to collect treasures, and also to build TPs and Native Embassies. He would also respawn on a timer at the military shipment point and would not shadow tech (but would still be effected by the Nootka upgrades). A good ability for him would be an Oberhau attack (like the Aztec War Chief): it would be an active ability which is double the strength of the standard attack with an even larger area of affect than the regular attack.
    Option B) (further analysis): Another bit of balancing would be the addition of the Hero tag. This opens up the weakness to units with bonus damage against Heroes (spies, advanced scouts, ninjas, etc), but it also allows him to be buffed by home city cards targeting explorers (if they affect all heroes, which some do), by treasures that increase hero hp, and by the Capitol explorer upgrades Peerage and Knighthood. In this instance, I wouldn’t mind increasing the cost of this tech, say to 300w 300c, or else to 200f 200w 200c to match the Tufohen or Sultan.

Similarowl0320

Summary

NEW TECHS

  • Nootka Whaling Harpoon (275f, 275c)​: The Nootka will provide a spot for whaling.
    New Effect: Ships 1 Grey Whale to your Naval Shipment Point with infinite coin resource (max: 4 boats over it). .
    Why:​ There is no tech about this important characteristic of the Nuu-chah-nulth. This is exactly like that Mexican Whale card. Nootka also appear mostly on naval maps!
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Lore: Carbon dating shows that the Nuu-chah-nulth peoples hunted whales over 4000 years ago for both blubber and meat. While whaling provided the Nuu-chah-nulth nations with an important source of food and blubber - which could be rendered into oil - it also played an important role in social life as well.
Whaling- wikipedia

  • Nootka Subsistence (200f, 200w, 200c)​: Nootka’s culture will make all natural resources last longer
    New Effect: All natural resources last 10% longer.
    Why: Filler tech. Coin mines, animals, berries, fish and trees will benefit of it.
    image

Lore: While the Nuu-chah-nulth nations did rely on whaling as an important food and oil resource, the territories they lived had many other food sources including the bounty of food to be found in both the ocean and on the land.
Nootka- wikipedia

  • Nootka Cypress Handcrafting (250w, 250c): The Nootka handcrafs with cypress increasing the resilience and value of your buildings and ships.
    New Effect: Boats and buildings: gain +10% HP and +10% Build XP. When your buildings or ships are destroyed by your enemies, you receive 20% of their wood cost back.
    Why:​ The Nootka cedar had a very important use throughout Nuu-chah-nulth’s culture. They also lack a building technology so here we go.
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Lore: Nootka nations extensively used the wood and bark of red and yellow cedar trees as both a building material and to produce many different objects (totem poles, canoes, baskets…). The Nootka cypress goes by many names (Yellow cypress, Alaska cypress, Nootka cedar) but the physical properties of the wood make it an attractive material for both general construction and boat building.
Callitropsis nootkatensis- History
Baldwin Park Philly - Yellow Cypress

  • Nootka Furor (200f, 200c): The Nootka Furor makes all your Nootka do more damage as their HP goes down.
    New Effect: Nootka attack faster and with more damage as their HP goes down, specially their siege damage.
    Why:​ Somehow they remind me of AOE2’ Berserker. Considering they are just a random Pikeman (which need generous buffs) this ability can be added either naturally or through this technology.
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Lore: Filler tech to increase Nootka’s power.
Brooklyn Museum- Whale boneclub

REWORKED TECHS

  • Nootka Potlatch (300f, 300c): Nootka Clubmen cost -10% and train time -50%
    REWORK: Nootka Clubmen: gain 5% HP and train time -50%.
    Nootka Warchief: Reduce the cost to train him by 10%. Heals his HP by 100% if he is alive. If he is a hero and is fallen/dead he is respawned at your military shipment point with full HP.

    Why: This technology ain’t bad but the cost is ridiculously high for such a simple effect, considering Cree has a similar tech for a third of the price (faster natives for 100f, 100c). I’ve also added a tiny bonus for War chief.
  • Loyal Nootka War Chief (200w, 200c): Spawns a Nootka War Chief and enables Nootka Settlements, Native Embassies and Heroes to retrain him.
    REWORK: He now acts like a Mansabdar buffing Nootka Clubmen’s HP & dmg by 10%. He can also be turned into a hero unit.


QUECHUA

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Quechua | Age of Empires Series Wiki | Fandom

Similarowl0320

Summary

NEW TECHS

  • Quechua Reciprocity (150w, 150c): QuechuaI’s values of Ayni (mutualism) improves the building time for you.
    Effect: Settlers build 20% faster (except walls and defensive buildings).
    Why: Filler.

Lore: Ayniy (today for you, tomorrow for me) can refer to either the concept of reciprocity or mutualism among people of the Andean communities or the practice of such concept. As a verb, this often refers to the cooperation between the members of a community when one member gives to another, he or she is entitled to receive something back.
Ayni: Honoring the Humanity in All - Global Volunteers
Ayni - Wikipedia

  • Quechua Mountain Llamas (200f, 200c): Living and respecting the Quechua allows you to receive llamas.
    Effect: YouI’ll get 1 semi-fatten llama (250f) with every shipment you receive from now on. Max Mountain llama you can have at the same time: 8 llamas.
    Why: I believe it’s a good addition and the devs can balance the amount of food better than me.
    Lore: Llamas are used and valued by the Andean communities.
    Andean civilizations - Wikipedia
  • Quechua Royal Warriors (350f, 350w, 350c ): The Ayllu traditions present experienced warriors to help your army and share their knowledge of warfare.
    Effect:
    -Delivers 1 Quechua Huaminca for every 3 minutes the game has passed up to 30 minutes.
    -Delivers 1 Quechua Bolas Warrior for every 5 minutes the game has passed, up to 30 minutes.
    -These units have their HP and damage increased by 10% for every 10 minutes the game has passed, up to 30 minutes (only the units delivered by this tech).

    Why: It delivers 2 unique units at different times so you don’t have to wait for an “even minute” to use it. At best it gives you 10 Huaminca and 6 Bolas (1240f, 450w) with +30% atk/HP. It’s definitely a late game tech (it mimics the time that has passed for the “Ayllu heritage” to show up).
    Lore: The ayllu, a family clan, is the traditional form of a community in the Andes, especially among Quechuas and Aymaras. The Inca Army was also composed by nobles and common men and every Inca soldier carried a different kind of weapon according to his origin in the ayllu.
    Inca army - Wikipedia
    Ayllu - Wikipedia
    Ayllu | Encyclopedia.com


SEMINOLE

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Seminole | Age of Empires Series Wiki | Fandom

Similarowl0320

Summary

Overview: My goal is complementing Sharktooth Bowman’s guerrilla tactics vs buildings with a heavy infantry that can protect them from cavalry/shock infantry and still help them with hit and run tactics (hence the speed and the new Wetlands Medicine tech).
Right now Seminole is by far the worst minor civ in the game: they currently only have two techs that are situational and expensive and their unit has a ridiculous 12 range. I’m expanding them into being a bit more generic while preserving their original design.

  • Seminole Oath (175w, 175c)​: The oath sworn by Seminole tribe strenghts the reminiscents of the past.
    New Effect: One random card that you have already used this match is available again.
    Gives 10XP for every unit lost but not deleted, before this technology is researched up to 400xp. Max XP given is increased by 100XP every age until Imperial Age (Imperial Age=800xp).

    Why:​ Filler general technology, so anyone can benefit from it. It’s a cousin from Dia de Muertos.
  • Seminole Wetlands Medicine (100f, 100c)​: Seminole use herbal medicine to your people.
    New Effect: Seminole Trading Post and Native Embassy heal nearby units like a Field Hospital (10HP/s). Settlers and Seminole units garrisoned inside Town Centers or Defensive buildings are slowly healed (5HP/s)
    Why:​ Besides lore, this is a homage of Herbal Medicine technology from AOE2. Seminole units can harass enemies and run away to a nearby TP for heals.
  • Seminole Alliance (400f, 400c):
    New Effect: Summons a party of 5 Black Seminoles to help you, moves them to Commerce age and improves their training time by 5%. For 30s: Seminole Sharktooth Bowman are trained 50% faster.
    Why: They are meant to work together. Black Seminole protects Bowman from raids as Bowman covers Black Seminole from Skirmisher attacks (that’s why Seminole Rifleman has ranged armor and low ranged damage).

Lore: The Second Seminole War (1835–42) marked the height of tension between the U.S. and the Seminoles, and also the historical peak of the African-Seminole alliance. In councils before the war, they threw their support behind the most militant Seminole faction, led by Osceola. In addition to aiding the natives in their fight, Black Seminoles recruited plantation slaves to rebellion at the start of the war.

  • New Unit: Veteran Black Seminole Rifleman (available at Fortress Age, build limit of 10)
    Type: Musketeer unit which low ranged damage, low bonus vs cavalry. However he has a decent siege damage and bonus vs shock infantry. Available on Fortress Age.
    Cost: 70f, 40w
    Stats: to be balanced but speed is 4.5 (has ranged armor instead of melee armor so he can work with Seminole Bowman)
    Passive Ability: up to +10% speed and +25% HP when Seminole Sharktooth Bowman are nearby (value is reached when 10 Bowmen are nearby)

Lore: - Historically, they lived mostly in distinct bands near the Native American Seminole. Some were held as slaves, but they had more freedom than did slaves held by whites in the South and by other Native American tribes, including the right to bear arms. Black Seminoles - Wikipedia
- Black Seminoles (also called Seminole Maroons or Seminole Freedmen) were a group of free blacks and runaway slaves (maroons) that joined forces with the Seminole Indians in Florida from approximately 1700 through the 1850s. The Black Seminoles were celebrated for their bravery and tenacity during the three Seminole Wars. Black Seminoles | people | Britannica

REWORKED TECHS

  • Seminole Boyers: Archers gain 20% damage (instead of 15%). Increases Seminole Sharktooth Bowman’s ranged armor by 10%.
    Why: DE made this tech go from +25% damage to +15% damage, which makes it the most irrelevant tech in a trading post ever. I’ve added a small tweak to Sharktooth Bowman too.
  • Seminole Guerilla Wars: Also: increases Seminole Sharktooth Bowmen siege range to 16
    Why: I hope the unit is reworked into having at least 16 range which is the default for Crossbowman. Tying it with Musks is really bad.

ScEv0lution

Summary

NEW TECH

  • Unnamed 3rd tech - Most native tps have a mix of military and economic technologies, so I’d like for the Seminole’s 3rd tech to be economic. I suggest it should increase the gather rate of all sources of food (hunts, livestock, berries, fish, and mills) by 15% for 200w 200c.
    Why: Think of this tech as the food equivalent of the Navajo coin gathering tech Navajo Craftsmanship. Going off that tech, this seems overpriced, so you could argue for adjustments to the numbers, but those are the finer details. In game, I think this works well since the maps Seminole are found on (Florida, Carolina, etc) tend to be high in natural food, so this tech can be put to good use. And since all civs need food, this gives those like Dutch and India who don’t make their own archers a reason to ally with Seminole (aside from making Sharktooth of course).

REWORKED TECHS

  • Seminole Bowyer - I agree that +15% archer attack for 250w 250c is underwhelming given the price and increasing it to +20% would be a nice buff. Alternatively you could keep the effect the same but reduce the cost to 200w 200c.
  • Seminole Guerilla Wars - I think this tech should still grant Seminole Sharktooth +3 multipliers vs buildings for their siege attack (x4 in total) but it should also give all archers +1 multiplier vs buildings (x2 in total).
    Why: This would greatly improve the value and applicability of the tech without a) making it busted (hopefully) and while b) keeping the bulk of the effect on the Seminole Archers so they retain something of a niche. Now, if you really wanted to get crazy, this tech could also increase the range of archer siege attacks, though that’s probably overkill.

OperaticShip743

REWORKED TECH

  • Seminole Guerilla Wars: I would say that it should have a similar benefit to the British longshot where they have siege attack from a long range. Also a burn over time against buildings.


SHAOLIN

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Shaolin Temple | Age of Empires Series Wiki | Fandom

Similarowl0320

Summary

NEW TECH

They need more improvements. Furthermore I went for a focus on Shock Infantry, specially because Rattan Shield lack any multiplier, remarkable speed, effect or health.

  • Shaolin Sutra (250f, 250c, 250w )​: Study Buddhist Sutras awards you one shipment, but it will arrive twice as slow.
    New Effect: Gives you 1 shipment to use. The very next home city card you select arrives in 100s.
    Why:​ I like this tech because it block the greedy “gotta go fast” meta. You might be greedy to need a shipment but beware: it will take quite a few time to be ready. It’s a double-edged sword.
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Lore: Sutras are canonical scriptures, many of which are regarded as records of the oral teachings of Gautama Buddha. They are not aphoristic, but are quite detailed, sometimes with repetition. Sutra

  • Shaolin 18 Hands Style (200w, 200c)​: Shaolin teach Luohan’s 18 hands. With Kung Fu lessons your shock infantry are better in fighting.
    New Effect: Shock infantry move 7.5% faster and their hand attack is 10% faster (Unarmed shock infantry attack 20% faster instead).
    Why:​ By “Unarmed shock infantry" read it as “Disciple” & " Chasqui": Lore-wise, I decided to further benefit “unarmed shock infantry” so China players can have more reason than other players to ally with Shaolin Temple because of the Disciple. I did a similar thing regarding Sufi and India.
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Lore: Shaolin combat methods are taught via forms. The most famous styles of Shaolin kung fu is the 18 hands: Shaolin Luohan’s 18 hands movements are simple and straight, their methods are mostly done by the palms of the hands. Fists, hook hands, and other hand gestures and kicks are less used. Luohan quan

  • Shaolin Mahayana Routine (250f, 250c)​: Shaolin diet makes your units cost a bit less food.
    New Effect: Military units cost 5% less food and trained 5% faster ( Rattan Shield is trained 10% faster instead).
    Why:​ This is a mix of economic + military perk, inspired by one from OperaticShip743
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Lore: The monks in Shaolin Monastery practice modified form of Mahayana Buddhism. It is called Chan Buddhism which spread to Korea and Japan. Generally, there are 3 main schools/branch of Buddhism and Mahayana is the strictest one in term of their diet.

  • REWORKED TECHS

All seem fine. Dim mark could have been cheaper though. Rattan Shield needs something. He is a very bland unit.

OperaticShip743

Summary

NEW TECHS

  • Anti-Pirate Repellency: Shaolin monks strongly repel pirate invaders, dealing additional damage against mersenaries, outlaws, and treasure keepers.
    Effect: Rattan shields gain (1.XX) good against mercenaries, outlaws, and human treasure keepers.
    Why: I think there is not a single native with bunus against this type of units.
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Lore: "As part of their mind/body training, the wǔsēng practiced Shaolin martial arts or Shaolin Quan (少林拳; Shàolín Quán); more precisely, Shaolin Chuan Fa, or Quan Fa (Traditional Chinese: 少林穿法; pinyin: Shàolín Chuān Fǎ; Wade–Giles: Shao Lin Ch’üan Fa; literal: “Shaolin fist technique”). The term chuan is the Chinese transliteration of the Sanskrit term mukti (मुक्ति; “clasped hand”). The suffix fa is the Chinese transcription of the Sanskrit word dharma (धर्मा; “teachings of the Buddha”). When reverse translated back into Sanskrit, Chuan Fa means Dharmamukti (धर्मामुक्ति; “closed hand of the Dharma”). Shaolin Chuan Fa is part of Ch’an martial arts (Traditional Chinese: 禪宗武術; pinyin: Chánzōng wǔshù) which combines Ch’an philosophy with the martial arts of the Shaolin Temple.

During the rule of Emperor Zhengde (1505-1521), a Shaolin warrior-monk (Shàolín wǔsēng 少林武僧) named Blanched served against the wokou pirates in numerous battles. On one occasion, he was surrounded by a dozen or so pirates. He fended off their sword and spear strikes and used the “light body” technique to jump out of the circle and capture two pirates simultaneously. The other pirates took a defensive posture and retreated." Shaolin Monks Versus Pirates

  • Buddhist diets: This type of meatless vegetarian diet makes it more profitable to feed your population, which reduces the cost of soldiers and workers, and encourages the collection of berries and crops.
    Effect: All units cost 5% less food, berry bushes last 50% longer, and harvest 20% faster. Food crops are harvested 5% faster.
    Why: Berry bushes don’t usually have many upgrades to be harvested efficiently and many (or all) of the maps where there are shaolin, there are berries.

Lore: "Their eating habits are nothing short of fascinating with the strict laws of Buddhism, they have a meek but mighty diet. One of the principles they should abide by is to abstain from killing. Typical staples of a monk’s diet include salads, beans, lentils, noodle soups, and stir-fried or steamed vegetable dishes. Simple and always seasonal, as they believe that which is presently growing on this earth is the exact food we are meant to be eating at this time of year for optimal nourishment". Why did the Shaolin Monks and Gladiators follow a plant-based diet? — Roshni Sanghvi
Buddhist Diet: How It Works and What to Eat

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