Civilization Concepts

You can see the UU stat on my proposal. 8 for non-elite and 10 for Elite.

I actually have no idea how to implement that.

RIP to this Saxons design I guess.

Anyway, 2nd attempt at Avars.

Avars

(One dimensional) Cavalry Civ

Team Bonus - Steppe Lancer +2 attack bonus vs building.

Civilization Bonus

  • Can build pasture. (Assuming pasture is balanced)
  • Pastures provide 1 extra animal.
  • Start with a Steppe Scout.
  • Steppe Scout is available in Feudal Age.

Unique Techs

  • Stable units return 40% cost. (200f/200g, 40 sec)
  • Steppe Lancer deal thrust damage [like Ghulam]. (600f/450g, 50 sec)

Unique Units

  1. Steppe Scout
    Can be trained in Stable from Feudal Age. Automatically upgraded to Steppe Lancer in Castle Age.

Training Time - 48 sec
HP : 45
Attack : 3 in Dark Age, 6 in Feudal Age
Range : 0 in Dark Age, 1 in Feudal Age
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

  1. CA version of Konnik
    Cost : 45w/65g
    Training Time : 18 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 - Champion, Regional Unit
Range - Arbalester, HC, Regional Unit
Stable - Camel, BE
Siege - SR, SO, HS, BBC, Regional Unit
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

Now I gave them not only Knight but also even Paladin.

They could still rework them in the future…:sweat_smile:

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In the heat of all the speculations of Saracens split DLC in the near future, here is a design for Bedouins with an independent Pasture design:

Team Bonus
Cavalry Archer Units +2 attack bonus vs. Buildings.

Civ Bonus

  • Mill can train sheep at 25 food cost in 35/30/25/20 seconds in Dark/Feudal/Castle/Imperial Age.
  • Blacksmith upgrades are free to research an age later they are available.
  • Camel Rider and Cavalry Archer are +15% faster.

UTs

  • Cavalry Archers gold cost is reduced by 50%. (300 food/200 wood, 40 sec)
  • Melee Camel units deal +5 charge attack in 20 seconds interval. (500 food, 400 gold, 45 sec)

UU
Highly armored melee Camel Unit
Camel (50 food, 60 gold)
HP : 105, 130
Attack : 9, 12
Melee Armor : 4, 6
Pierce Armor : 1, 2
Firing Rate : 2
Speed : 1.45
LOS : 5
Elite Upgrade : 750 food, 650 gold

Tech Tree
Barracks = Halb, Regional Units
Range = Arb, HC, TR, PT
Stable = Husbandry, Cavalier, SL, BE
Siege Workshop = SO, HS, Regional Units
Blacksmith = Full
Monastery = Atonement, Sanctity, Faith, Illumination
University = Heated Shot, Arrowslit, BBT, SE, Architecture, Shipwright, Siphon
Dock = Heavy Demo, Carrack, Elite Cannon
Castle = Full
Eco = Farm techs, Stone Shaft Mining

austrians

defensive and monks civ

civ bonus

  • vills have +10 hp

  • gets 1 wood for every 5 gold mined

  • castles and towers give +1/+1 armor bonus to units nearby

team bonus
gold and stone last 5% more

UU- Reiter- heavy melee cavalry with special pistol attack

HP 95, 115
DMG 9, 13
pistol DMG 12, 18
pistol range 3
pistol reload 45s
armor 2/1, 2/2

UT1; counter reformation - min and max convertion time reduced 25%
UT2: double barrel - reiters shoot a second proyectile that does half dmg

full barracks and range
no husbandry, no paladin, no hussar
full blacksmith
poor naval

PARTHIANS (Chronicles)
Cavalry and Trade civilization

Bonuses

  • Can upgrade Heavy Cavalry Archers to Imperial Cavalry Archers.
  • Trade units can switch between generating wood/food/gold/stone (not necessarily the same amounts as gold).
  • Farmers drop off +10% food.
  • Conscription x2 effect.

Unique Units

  • Cataphract (Chronicles): Stronger but more expensive replacement of the Lancer. Trained in the Fort.

Cost: 80 food, 90 gold.
Training time: 30/27 seconds.
Upgrade cost: 1600 food, 1200 gold.

Health: 145/170
Attack: 13/15
Reload time: 2.0
Armor: 2/3 / 3/4
Speed: 1.4
LoS: 5/6

  • Imperial Cavalry Archer: improved Heavy Cavalry Archer.

Changed Statistics:

HP: 75 (+15)
Attack: 8. Bonus: +5 vs Spearmen. (+1, +1)
Training time: 25 (-5)

Upgrade cost: 1200 food, 900 gold.

Unique Technologies

CLASSICAL AGE

  • Taxation (400f 400g): Trade units +3/3 armor and generate +20% resources.
  • Warhorses (400f 350g): Cataphracts and Scout Cavalry regenerate 20 hp/minute.

IMPERIAL AGE

  • Parthian Shot (650w 550g): Cavalry Archers and Galleys +1 range, Cavalry Archers -75% attack delay.
  • Kontos (700f 650g): Cataphracts gain a charge attack that gives them +11 damage. The entire strike ignores armor. Charge time: 45 sec.

Team Bonus

  • Trade units +2 LoS.

Missing techs: Recurve Bowman, Paragon, Elite Guardsman, Battle Drills, Arson, Lancer, Siege Onager, Heavy Scorpion, Siege Ballista, Ring Archer Armor, Chain Mail Armor, Lighthouse, Arrowslits, Siege Engineers, Sappers, Fervor, Evocatio, Mystery Cults, Hemlock, Harupicy, Syncretism, Purification, Trireme, Shipwrights, Scoop Nets, Heavy Incendiary Ship, Onager Ship, Hypozomata. See here for expanded tech tree.

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Not too enthusiastic about Finns but… let’s try

a few stipulations: Boyar becomes slavosphere regional.

A Cav Archer and defensive civ

  • Mounted Xbows fire 25% faster
  • Start with a deep fish under each town center gatherable by villagers
  • Regionals train/build/research 33% faster
  • Skirmisher +2/3/4 vs non Skirmisher archers

Team Bonus: Fish revealed within 30 range of any TC or Dock

UU: Sissi - This Forest bowman can perform lumber camp building or tree cutting and benefits from villager techs henceforth

UT1: Muinaislinna - This hill fort term makes it so players buildings always act like they are on higher elevation no matter the circumstances!

UT2: Tavastian Resiliance - Varagian Guards, Longboats and Boyars take halved bonus damage!

Regionals: Krepost, Longboat, Boyar, MXbow, Varagian Guard (does not get elite Boyar Longship or VG) Cranequines

Missing Techs:

Barracks: Elite Varagian

Archery Range: Cav Archer (get Parthian for their MXbow alongside cranequin), Hand Cannon

Stable: Elite Boyar, Knight

Siege Worpkshop: Heavy Scorion, Onager, Siege Ram

Dock: Demo Ship, Fast Fire, Elite Cannon Galleon, Elite Longboat

Blacksmith: Plate Barding

Monastery: Fervor, Herbal Medicine, Heresy

Economy: Stone Shaft Mining

Castle: Hoardings

University: Treadmill Crane, Bombard Tower, Heated Shot, Arrow Slits, Architecture

Not too enthusiastic but a civ caught in between both Novogorod and Varagian Sweden means a cross pollination of regions bleeding in through attempts at Vassalization

thoughts:

that feels weird. fish on land?

this would be the first official recognition of regional units?

this is a huge amount of extra damage. even just +1 would already be a lot

not sure I like the idea of military units being able to gather resources. considering this is a castle UU, it feels like a rarely used gimmick

seems very situational. ā€œhill fortsā€ is already the name of a tech, so kinda weird. But in the end it feels weaker than the existing bonuses/UTs that make TCs stronger. eg extra range just feels stronger

how does a civ with weak monks counter Boyars (halbs and camels are out)

the fact that no matter the elevation your buildings take 25% less damage and deal 25% more damage is not to be underestimated. This translates essentially into an assured 33% durability boost regardless of how reckless you are. Oh no the enemy has the hill?! Lmao even my castle hits harder.

And Boyars are still slower than knights and have low PA so archers tend to work too. Even with half they lack elite upgrade. Possibly I’d want the unit to have 1 pierce armor but they lack barding anyway

Persians have +100% durability for free. this civ needs to pay to get 33%

oh, i missed that part. fair enough, then it could work

Persians have that for TC and Dock… and Cotadels tech helps Castles. I see what you mean.

I guess Treadmill and some more durability wouldn’t be a problem

I was asked to add tech trees to my Saracen split document. I’ve done so (in the fourth card of the document), but I’m bad at math so I mostly followed vibes instead of calculating what would be over- or underpowered :upside_down_face: