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.
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.
Team Bonus - Steppe Lancer +2 attack bonus vs building.
Civilization Bonus
Unique Techs
Unique Units
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
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 futureā¦![]()
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
UTs
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
Unique Units
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
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
IMPERIAL AGE
Team Bonus
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.
Not too enthusiastic about Finns but⦠letās try
a few stipulations: Boyar becomes slavosphere regional.
A Cav Archer and defensive civ
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. āhill 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 Iād 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 wouldnāt be a problem
I was asked to add tech trees to my Saracen split document. Iāve done so (in the fourth card of the document), but Iām bad at math so I mostly followed vibes instead of calculating what would be over- or underpowered ![]()