Reminds me of Kurt Russell in Stargate saying “Hi” to an alien guard just before shooting him.
Also it’s easy to get mistaken as Caribs who migrated into Carribbean adopted Arawakan language so they are sometimes counted in the Arawakan speakers umbrella, even though their customs still have more in common with the mainland Caribs.
So back to this… old Thai civ with a proto settlement building… what to do now. Keep it with a new architecture?would look something like this:
Deleted because it was not correct. Hope everyone can forgive
I dontvreally like the use of regional units here
The forage and farmer bonus is fine, but a bit boring. The foragerbonus feels too much like the Mapuche thingey
The Elephant also seems kinda weird, it just seems like a war elephamt with a giick
They can’t not have elephants and china traded with and did have innovative ideas developed in Siam.
I suppose getting stone from forage and farms might make more sense as that plays off the defensive role. Techs at the settlement is about freeing up TC train time if you can keep food eco flowing wel
Unlike the battle or war elephant the Royal doesn’t have natural splash or building bonuses and most damningly has accuracy issues
Im just not onboard with giving the settlement willy nilly or giving fire lancers to civs with no clear reason to have them
And giving a npn Indian civs the (so far) Indian only elephants (specially in the case of the armored elephant) feels wrong
Also your concept for the Royal Elephant seems like mess for a unit with no clear role
If you want a new fire lancer/elephant civ, Champa or even Kannadigas work better
I’m sorry man. I’ll remove it
Edit: REMOVED
Dont take it like that! The design itself is mostly fine, you just need to find a way to make it more conventional.
I hate to sound contrarian but I don’t think this game even has a conventional design philosophy anymore. When every area of the world wasn’t drowning in exoticism and the engines limitations were known, I knew exactly how to conventionalize but nowadays? It doesn’t even make sense to define the further deviated your civ is from the Britons
Like the last time I thought a modern civ was at its most conventional was the Tatars if you exclude the gold on swing UU
tbf, Tupi felt like a traditional civ addition until they revealed the poison damage. Returning resources when units die is a bit odd, but alright
The Siamese/Thai having both Battle Elephants and Elephant Archers is historically accurate. Elephant riders used both bows and polearms in Thailand.
In other words, lay off him.
Thats why I said armored elephants were the most questionable ones
If it was only wle archers I wouldnt mind as much, altho I see ele archers as the “unofficial knight replacement” for the Indian civs
I think every region has its own design philosophy now
Avars
(One dimensional) Cavalry Civ
Team Bonus - Scout Cavalry line +3 attack bonus vs siege.
Civ Bonus
- Can build pasture.
- Start with a Steppe Scout.
- Steppe Scout is available in Feudal Age.
- Razing a building (excluding farm, pasture, walls & gates) provides 50 gold.
Unique Techs
- Scout Cavalry and Steppe Lancer +5 attack bonus vs building. (500f/400g, 40 sec)
- Castle fires 3 extra arrow. (600f/450g, 40 sec)
Unique Units
- Steppe Scout
Can be trained in Stable from Feudal Age. Automatically upgraded to Steppe Lancer in Castle Age.
Training Time - 40 sec
HP : 45
Attack : 3 in Dark Age, 6 in Feudal Age
Range : 0
Speed : 1.20 in Dark Age, 1.45 in Feudal Age
LOS : 4 in Dark Age, 5 in Feudal Age
Rest stats are same as Steppe Lancer
- CA version of Konnik
Cost : 45w/65g
Training Time : 20 sec
HP : 55, 65 (mounted)
30, 35 (dismounted)
Armor : 0/0 (both)
Attack : 6, 8 (mounted)
5, 6 (dismounted)
Range : 4, 5 (both)
LOS : 6, 7 (both)
Speed : 1.45 (mounted)
0.96 (dismounted)
ROF : 2.0 (both)
Accuracy : 80% (mounted)
90 (dismounted)
Tech Tree (Missing techs and units)
Barracks - Champi, Champion, Eagle, Gambeson
Range - Arb, HC, EA, Slinger
Stable - Knight, Camel, BE
Siege - Elephant, SR, SO, HS, BBC
Blacksmith - Bracer, Plate Mail
Monastery - Redemption, Atonement, Block Printing, Theocracy
Dock - Heavy Demo, FFS
Uni - Architecture, Keep, BBT, SE, Arrowslit, Heated Shot, Carvel Hull, Siphon
Castle - Hoarding
Eco - Final wood and stone techs
So the steppe scout seems superfluous. I’m apprehensive about it because it seems like just a slightly better… actuall wait, 1 dmg but you lose 1 pierce armor and it’s slower than the scout who gets a nice speed buff in Feudal? It doesn’t have 1 range but if it did it would definitely dominate the feudal age.
It just seems sorta whatever and mostly used as a way to prep for castle age by having lots of lancers
This civ doesn’t really have a good power unit other than the lancers and +5 vs buildings while nice probably falls behind the Tatars extra armor and better siege engines
I don’t feel too enthusiastic about going cav archers without bracer. Since this civ has no gunpowder might as well take away Chemistry instead if it otherwise seems too mighty
A lack of knights also is curious since these boys interacted with Hungary and Polish lands and Knights are definitely there
anything that encourages deleting of your own buildings/units is a bad game mechanic
this feels very weak. compare it to crennelations (extra range) and citadels (extra damage and bonus damage, receive less bonus damage), which both change what units a castle is good against. this just adds some extra damage against things it already kills quite easily, while still dying to trebs, BBC, cannon galleons and rams.
Even if it’s others buildings You can have an ally build a house and your attack ground onager can rake in a market trade value unprecedented of 2g to 1w exchange rate
Time to go to Africa!
Songhai is a place that has songs and is hay… or soemthing I dunno.
Songhai: An infantry and Camel civ
- Militia cost 40/50/60/70% less gold
- Fishing Ships don’t need to return to docks
- Heavy Camel free, Imp Camel 50% cheapeR
- Saltworks gather stone 15% faster
Team Bonus: All gold within 15 range of any dropsite revealed on map.
Saltworks: refer here: Regionals for African Civs
Basically a defensive mining camp that has a very slow rate of auto gathering nearby stone and gold, can heal 1 unit at a time and can be garrisoned by villagers for fast healing. It costs more wood but works harder. For Malians this building costs 15% less and the 10% gold mining generation bonus applies to it as well!
UU: GAO Huntsman — Spear throwing camel rider who has Arambai lite type power but a small bonus vs UUs and a large bonus vs gunpowder units
UT1: Salt Trade - Villagers garrisoned inside Saltworks gather about .08 gold per second. This value is not improved by Mining Techs.
UT2: Tuareg - Camel line (not UUs) take 25% less bonus damage.
Regional Units: [Imperial] Camel, Catapult Galley, Saltworks
Missing Techs
Barracks: Arson, Squires
Archery Range: Heavy Cavalry Archer, Parthian Tactics, Hand Cannon
Stable: Light Cavalry
Siege Workshop: Bombard Cannon, Heavy Scorpion, Siege Ram
University: Chemistry, Bombard Tower, Heated Shot, Arrowslits, Treadmill Crane, Incendiaries, Dry Dock
Monastery: Faith, Theocracy
Dock: Gillnets, Carrack, Heavy Demo Ship, Cannon Galley
Blacksmith: Bracer
Economy: Crop Rotation, Two Man Saw, Town Patrol
So you do get paladins, because Songhai had some of the best heavy cavalry EVER and could make the Frankish court feel shame.
you do get Imp Camel with bonus damage resistance and you do get nearly gold free champions… but man this civ needs some help with ranged attacks. Siege onagers are nice but a lack of Light Cavalry means bombards are just gonna roll you!
And GAO Huntsmen? They can try to suicide rush-down the bombards but their range isn’t the best.
The Saltworks is a good building. And Salt Trade sorta lets you play Feitoria Jr. although it’s pop space is alive and sure it only costs food and wood it is pop slot dependent!
You need gold! You need it! You have scouts that don’t function well, Skirms probably worse than Turkish ones without Bracer or Chemistry.
On hybrid maps if you can find a safe pocket of fish out of the way from where most naval encounters will be headed you can easily feed your forces from a large distance from the docks. A lack of Gillnets might slow the rate at which you feed your forces but not needing to travel 20 distance to the nearest dock because you are in some of the deepest water ever? Not shabby at all!
So try to avoid trash wars because you may have Halbs but they do lack squires to hunt cav with and Arson because… they just lack it, okay!?
You can easily do a big greatsword salute to remind your enemies that your empire is weak to gunpowder!
fishing ships spend a lot of time travelling between docks. this is very strong, a lot stronger than Japanese faster fishing.
imp camel is currently a unique upgrade, feels strange to give that to a second civ, especially one that isn’t close or related to the Hindustanis.
.08 gold per second is very little. in many cases it will be better to farm or chop wood and sell at the market (ie as long as you get more than 20 gold per 100 resources sold). is this meant as a way to have gold generation after gold runs out? or does this still require gold mines to be available, in which case i think it’s kinda useless.
one thing I’d like to recommend: most civs with FU heavy camels (let alone imp camel), lack halb as a trade-off. afaik the only exception is Persians. Especially if this civ is basically getting trash champions (who can trade reasonably well against hussar spam in late game), I think this civ can do without halbs.
That is true. I had considered removing the feudal gather speed tech as well as gillnets and possibly a slight gather speed penalty
As for the saltworks it’s more like the villagers become relic lites. I figured .08 is fair because it’s comparable to Feitoria but doesn’t have the absurd costs of a Feitoria except for the fact it costs 1k food of villagers to match Feitoria pop slottage
So maybe .8 gold per villager garrisoned? That way you can still get less than Feitoria but keep in mind this costs only food and wood to gain gold
yeah fair. i don’t like it, but i don’t think it would be super broken. It will be really hard to balance, just like actual feitorias though