Civilization Concepts

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Vikings(already ingame) Privateers Wokou Orang laut Corsairs Knights Hospitaller Uskoks take a pick.

Would vandals even count as pirates? They had a naval dominance and raided but they didn’t really plunder ships more like took the seas and then destroyed Roman cities

No,they were a germanic tribe just like the goths which should get its own civi.

A pirates civi in aoe2 would be a variant similar to 3k factions.woku japanese variant orang laut malay variant etc.

well no a civ that is pirates would be bad. But a civ you can consider a privateer/piracy/naval boarding civ is still possibly more than one civ with that distinction

We could have Frisians for non-Viking Euro piracy flavour, Ryukyuans for Wokou flavour, and Somalis for African Islamic piracy. I’m currently drafting a project for the latter.

Isnt this a recent thing? Historically this would be turks in the mediterranean.

Welp, I made a mistake in thinking that the Soqotris were a Somali subgroup (turns out they speak a different language).

Somalis did have a significant naval outreach though (stretching their influence as far as Madagascar and Sofala). I guess enforcing foreign merchant ships to sell all the wares at Somali ports and prohibiting them from entering and leaving the Gulf of Aden can also be seen as a bit corsair-ish.

Reading more about the Somalis, I think I’ll switch the focus from Navy and Gunpowder to Navy and Camels. They’ll still have some bonuses to gunpowder to reflect their heavy usage of it, but camels are more important IMHO. Somalia is thought to be one of the earliest regions to domesticate camels, and camel raiding was the major method and cause of warfare for inland nomads.

I also adjusted the gold-through-fighting bonus to reflect small-time raiding rather than total plunder that the previous version suggested.

(They also get the Camel Scout in Feudal, not mentioned in the screenshot because I list regional units at the start of the document)

The tb is awkward because sheep et al are converted Gaia units much as I love sheep bonuses

Is it technically impossible to apply bonuses to converted units?

Eh, if anything I feel like them being a navy civ makes semse

The coastal fishing economy was very much central to Cthe Chimu and their predecessors

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Kalingans/Orja/Odia

(Represents the Eastern Ganga Dynasty and the Gajapati Empire)

Archer and Elephant Civilization

Team Bonus
Barracks, Archery Range, Stable, Siege Workshop +10 garrison capacity

Civilization Bonus

  • TCs generate 10/15/20/25 food/min in Dark/Feudal/Castle/Imperial Age.
  • Archer line +1/+2 attack bonus vs archer (excluding skirmisher) in Castle/Imperial Age.
  • Fletching, Bodkin Arrow, Bracer can be researched in Archery Range.
  • Elephant Units are 15%/20% cheaper in Castle/Imperial Age.

Unique Technologies

  • TCs work 40% faster. (200 wood, 200 gold, 40 sec)
  • Archer line regenerates 15 HP/min. (600 food, 400 gold, 45 sec)

Unique Unit
Cavalry Obuch
Cost - 65f/45g
Training Time - 16 seconds
Attack - 11, 13
ROF - 1.90
HP - 105, 130
Melee Armor - 2
Pierce Armor - 2
Armor Class - UU, Cavalry
Speed - 1.40
LOS - 5
Upgrade Cost - 850f/750g
Upgrade Time - 40 seconds

Missing Techs and Units :
Barracks - Regional Units
Range - Arbalester, CA, HC, PT
Stable - Camel, Knight, SL
Siege - Ram line, RC line, SO
Blacksmith - Last infantry armor
Monastery - Heresy, Faith, Redemption, Block Printing, Illumination
University - Architecture, BBT, Incendiary, Carvel Hull
Castle - Hoardings
Dock - ECG, Regional Units
Eco - Final wood and stone upgrades.

Not sure this is particularly useful :frowning:

Saxons

Infantry Civilization

Team Bonus
Barracks, Archery Range, Stable and Siege Workshops are built 100% faster.

Civilization Bonus

  • Start with +150 Food.
  • Barracks techs don’t cost gold.
  • Militia line can dodge 5 projectiles in 20/15/10 seconds in Feudal/Castle/Imperial Age
  • Get 100 gold on constructing a castle.

Unique Technologies

  • TC +5 attack. (200 wood, 300 food, 40 sec)
  • Militia line +30% speed. (500 food, 400 gold, 45 sec)

Unique Unit
Fyrd - Glass Cannon Infantry that can switch between anti-cavalry and anti-infantry
Cost - 40f/30g
Training Time - 8 seconds
Attack - 7, 10 (+8, +10 vs cavalry in anti-cavalry mode, +8, +10 vs infantry in anti-infantry mode)
ROF - 2.0
HP - 50, 60
Melee Armor - 1
Pierce Armor - 0
Armor Class - UU, Infantry
Speed - 1.10
LOS - 5
Upgrade Cost - 950f/550g
Upgrade Time - 40 seconds

Missing Techs and Units :

Barracks - Regional Units
Range - HCA, HC, PT. Regional Unit
Stable - Husbandry, Paladin, Regional Unit
Siege - SO, BBC, Regional Unit
Blacksmith - Last archer armor
Monastery - Fervor, Heresy, Faith, Illumination, Theocracy
University - Architecture, Keep, BBT, Siphon, Carvel Hull, Fortified Wall
Castle - Hoardings
Dock - ECG, Fast Fire Ship, Regional Units
Eco - Final gold upgrade

some civvage to round out the Elephant lands

Odia: A naval and Elephant civ

  • elephant archers and siege elephants +1/1 armor
  • Any upgrades that effect cavalry and archer cavalry units research 3x faster. This excludes smithing and Siege weapon techs
  • Start +75g/25w
  • Catapult Galleys and Fire ships +20% damage. (Also powers up the fire ship specific techs)

Team Bonus: Elephant units and Militia type heavy infantry (includes Champis and certain infantry UUs like Woads, etc) +2 damage vs cavalry

UU: Padatika - A food and mining capable UU. Strong against shock and cavalry. Can work farms and fish. Cannot do other villager tasks but benefits from villager techs as well as infantry (carry and speed from wheel/handcart, the proper gather rate techs, Sappers Loom)

UB: Juggernaut Temple - Replaces Monastery a mobile structure that trains and upgrades monks. Has a healing aura and reflects damage at melee attackers but costs gold. While unpacked relics increase movespeed but do not generate any gold!

UT1: Khanda - Infantry and cavalry +3 vs infantry and cavalry

UT2: Dalma - Farms cost and take 70% less build time.

Regional Units: all Elephants, Catapult Galleon (while this civ has gunpwder, my quick research mentioned catapult mounted ships instead)

Missing Techs

Barracks: Halberdier

Archery Range: Arbalest, Hand Cannon, Cav Archer

Stable: Hussar, Husbandry

Siege Workshop: heavy scorpion, Siege Onager

Dock: Cannon Galley, Carrack

University: Bombard Tower, Architecture, Fortified Wall

Blacksmith: /

Monastery: (possibly Heresy and Devotion)

Economy: Two Man Saw, Crop Rotation

List of cavalry effecting techs: All stable techs, elephant archer tech, Parthian tactics, Chemistry, conversion techs if they get any, Conscription, Ballistics, and the siege elephant upgrade (does not include Siege Engineers)

From my research, while most of India wasn’t big on cavalry the Odia people seemed to have larger quantities of armored cavalry armies. So a first heavy cavalry capable and elephant civ. Paladin is probably an odd choice but it fills out the roster uniquely even if maybe not the most historically accurate to see heaviest cavalry!

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So I’m realizing a better name for the civ of Europeans stuck at the border of the steppe civs has a better contender than the Muscovites: The Volga.

A different civ than the Bulgarians even if they share a similar lineage and possibly language: the Volga are more a civ that has nomadic and European stuff going on so while I reimagine Muscovites, the Volga are as such:

Volga: A cav archer and Infantry civ

  • Gold Miners pull in food while mining
  • Barracks techs research almost instantly.
  • Camels, Horse Archers and Boyars do +2 vs unique units, only +1 for Cav archers
  • Kreposts, compared to Bulgarians have only 2k HP instead of 2600 (Bulgaria gets a +30% HP bonus to show this for any new Krepost civs) but do +1/2 damage per shot.

Team Bonus: mounted Archers +1 vs infantry

Regional Units: Krepost, Mule Cart, Camel, Steppe Lancer (not elite), Boyar (replaced knight), Pasture

UU: Yuldash - Heavy fast cavalry with a lot of resistance to melee and missile but were designated as shock troops making them weak to anti shock attacks. Can be trained at Kreposts as well much like Bulgarian Konniks can for them.

UT1: Horde Control - Gold costing barracks stable units do +4 vs units with their same armor type. Archery Range +2

A better explain: militia do +4 vs infantry, Boyars and Steppe Lancers +4 vs cavalry, Camels +4 vs camels and horse archers +2 vs archers AND cavalry but get a -1 vs Cav archers so they don’t stack vs it. Archer line +2 vs archers. These bonuses exclude Skirmisher!

UT2: Urma - Infantry strike twice per swing.

Missing Units:

  • Barracks: Halberdier, Arson
  • Archery Range: Hand Cannon
  • Stable: Knight, Elite Steppe Lancer
  • Siege Workshop: Siege Onager
  • Dock: Carrack, Heavy Demo, Elite Cannon Galley
  • Blacksmith: Iron Casting
  • Monastery: Faith, Sanctity, Redemption, Illumination
  • Castle: /
  • university: Treadmill Crane, Keep, Fortified Walls, Incendiaries, Dry Dock
  • Economy: Transhumance, Two Man Saw, Guilds

I realize the Muscovite concept needs a rework since it no longer encompasses the Volga River and areas laced with camels and steppe lancers. And it will come as it maintains access to probably some sort of

Muscovites: A cavalry and gunpowder civ

  • Boyars cost 20/30% less
  • Farms spawn 1 pasture livestock when built.
  • Mule Carts Move 25% faster

Team Bonus: enemies cannot steal your farms/Pastures/etc (does not include Gaia livestock)

Regionals: Boyar

UU: Streltsy - gunpowder archer. Fires an accurate musket that does okay dmg vs most with bonus vs UU and during the 3.6 seconds of downtime will swing a bardiche at any hostile target within 1.5 range (bonus vs mounted units) and then a Sabre at the end which does bonus vs infantry. Has a range of 6 and has spearman armor type so it is shred by archers.

UT1: Mixed Agricultural Economy- Spawns 1 more pasture livestock per farm.

UT2: Smuuta - Boyars Spearmen train 100% faster

Missing Techs

  • barracks: Gambesons
  • Archery Range: Arbalest
  • Stable: Knight, Hussar
  • Siege Workshop: Heavy Scorpion
  • Dock: Galleon
  • University: /
  • Economy: Gold Shaft Mining
  • Blacksmith: Plate Barding, Bracer
  • Monastery: Devotion, Theocracy
  • Castle: Hoardings

As can be seen this is a different take on the civ. The goths of heavily armored cavalry. While this take on the Biyar isn’t as tanky as the UU, which for Slavs to become Rutherians, is to be replaced, it does Still have a respectable high melee armor and slightly less speed and missile armor. The team bonus is kinda a joke since farm stealing is sorta a meme strategy but whatever. I almost want this civ to have both farms and pastures but that might be too much?

Isnt this a name of a river?

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Nice observation. Trading 1 PA for 1 attack over scout is already bad. And then you also have less speed. Maybe they can get the range but stay as 1.20 speed and/or higher training time than my proposed 40 seconds.

Yeah. They are one dimensional.

Will be interesting without Chemistry. Honestly I also asked this for Cumans as their CA is useless without Bracer despite having 2 bonuses. And Kipchak also fall off hard in Imperial Age. For Avars I tried to compensate by giving their elite UU 8 base attack and 5 base range. Basically Bracer effect is blended into the elite upgrade.

Are they Europeans? DE expansions are really conservative on giving Knights to civs that are clearly not Europeans.

They should possibly have camels though since Avars had Bactrians for sure. And they did use heavier cavalry and much like Huns attacked Europe a bunch

Sorta. It’s also a name for Volga River peoples which include Germans, Tatars and Bulgarians who sorta interblended to create a unique gameplay style that almost combines all 3 into this civ on the corner of steppe and Russia as you can see from the way the civ plays out! If anyone has a better name the comingles all the Volgites into one civ I’m all ears

I had considered Povolzhye as a Cyrillic name for Volga region peoples but it feels confusing as a civilization