
I originally posted this concept two years ago, but have made significant changes, and since my format has changed and I don’t want to necro the other one to talk about them, I’ll post a new version.
The Micronesians represent the Yapese Empire, the Saudeleur Dynasty of Nan Madol, the Gilbert Islands, and other Micronesian islands. This can be seen in its unique unit, techs, bonuses, and general flavor. It is a true mashup, unlike many other civs, which are often based on specific kingdoms and time periods.
The Micronesians, like the Melanesians and Polynesians, share a regional scout unit, called the Island Scout, that has no armor but a lot of HP. (It was originally called the Tribal Scout, but I renamed it.) Because this unit has no base armor, all three civs have above-average Skirmishers, as they need an answer to mass archers. They also have a regional ship called the Drua, which functions as a Cannon Galleon replacement. The exact details of its stats have not been worked out yet.
The Micronesians have a focus on ships and defenses, which is historically accurate, as Nan Madol had heavy fortifications, and both the Saudeleur Dynasty and Yapese Empire were maritime empires. They have the new Oceania architecture set shared with the Polynesians, Melanesians, and Filipinos. Their Wonder is based on Nan Dowas Temple of Nan Madol.
Let’s get into the design itself now.
Civilization Bonuses
- Receive +50 stone after reaching the next age
This is a surprisingly flexible bonus, allowing for two towers in the Feudal Age, a tower and an additional Town Center, or two additional Town Centers in the Castle Age. This is a bonus that allows for aggressive rushing, defensive turtling, or economic booming, which would probably make the Micronesians good on both open and closed maps.
This bonus references how the buildings of Nan Madol were made of stone.
- Fishing Ships can build Docks, houses, and towers on the water (starting in the Feudal Age)
Of particular note is that the buildings Fishing Ships can build have very little armor and take 33% more bonus damage, making them easier to destroy and makes blocking out resources on the water for the opponent pointless.
This bonus references the walls and settlements of Nan Madol, which were built on the water. Nan Madol is known as the Venice of Oceania for that reason.
- Galley line and Drua take -25% bonus damage
This is a reference to the Yapese Empire’s maritime supremacy and the Micronesians’ good shipbuilding in general. It also fits the civ’s defensive theme.
- Farms are 2x2 instead of 3x3
This references the Northern Marianas people, who were the first people of Oceania to grew rice, and the only ones doing so before Europeans. This bonus is especially meaningful on amphibious maps, as farms turn into rice farms on amphibious terrain.
- Team bonus: Skirmishers +2 attack vs infantry
This is a reference to the Isokelekel legend, where a man tossed a javelin into his own or someone else’s foot.
Unique Unit: Kiribati
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This unit is similar to the Cataphract, but on foot. It has 3 base melee armor, but only 1 base pierce armor. It also resists anti-infantry bonus damage, with 5 infantry armor for normal and 10 for Elite. Unlike the Condottiero, it does not apply just to gunpowder, but all infantry bonus damage. This makes it hard to kill in melee, especially with the extra melee armor. However, it is vulnerable to pierce damage, especially with comparable speed to swordsmen.
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The unit also has a bit of bonus damage against cavalry, at +5 (+7 for Elite) on account of wielding a polearm. This can create an amusing matchup vs the Cataphract, where both units fully or mostly negate each other’s bonus damage. The Kiribati, being much cheaper, would likely come out on top in that battle, unless the Byzantine player researched Logistica.
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The Kiribati is named after and based on the warriors of the I-Kiribati, the natives of Kiribati, or the Gilbert Islands. These warriors crafted distinctive cuirasses out of coconut fibers that were good at blocking native weaponry. Behind was a long backboard about twice the length of the front, protecting the back from rear attacks. The arms and legs were also protected with sleeves and leggings made of the same material, making the warrior well-protected from all directions. The warrior also wore a distinctive helmet made of pufferfish skin, giving the ensemble a unique flair. As for weapons, a polearm with shark’s teeth was used.
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The term Kiribati is an anachronism and not the original native name, being a transliteration of “Gilbert,” but I went with it because it is recognizable and memorable compared to the native name, Tungaru.
Unique Building: Stone Coin
- This is a building only unlocked through the Castle Age unique technology. Unlike all other buildings in the game, it has a build limit, which is 5. Each one costs 150 stone and generates 15 gold per minute, which is half that of a Relic. They can be converted, which interacts with the build limit. Destroyed Stone Coins reset the build limit, but converted ones don’t, unless the other player is Micronesian, in which case, the converted ones count towards their build limit and not yours. If a Micronesian player already has five Stone Coins, they cannot convert any additional ones. What this means is that every Micronesian player in a game can have only five Stone Coins on the field at a time.
Unique Technologies
Rai Stones: Unlocks Stone Coins, and gold miners generate 15% stone in addition to gold
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Cost: 200 gold, 350 stone
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This technology is needed to unlock the previously-mentioned Stone Coin, which generates infinite gold at the cost of only being able to have five at once. It also allows the Micronesians to have access to more stone than usual, as long as there is gold on the map to collect from. However, they need to fully expend nearly 3 gold piles just to recoup the stone cost of the technology, which makes it more balanced in practice. With this technology and the additional 50 stone for aging up, the Micronesians can theoretically have access to more fortifications than anyone else, provided they can gain and keep control of the neutral gold piles on the map.
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Rai stones are the large stone coins of the Yap Islands. They’re typically large disks with holes in the center, like the coat of arms at the top of this concept. Because they’re usually too large to move, they gain their value by simply changing ownership.
Coconut Fibers: Kiribati, Island Scouts, and Skirmishers have +1/+1 armor
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Cost: 800 food, 350 gold
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This technology makes the strongest units of the Micronesians even stronger by making them more durable, essentially acting as another Blacksmith tech. Elite Skirmishers end up with a whopping 9 pierce armor, only 1 behind the Lithuanians, and Elite Kiribati get even better melee armor, with additional pierce armor helping with their weakness to archers.
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The biggest impact is with Elite Island Warriors, who have an inherent 1 pierce armor unlike their downgrades. They get the same 6 pierce armor as the Melanesians, but because all armor techs are available unlike the latter, they gain access to 4 melee armor, which is quite considerable compared to 2. Micronesian Island Warriors are the most effective in melee engagements, with Melanesian ones being good against archers with the high pierce armor and fast attack, and Polynesian ones are good with raiding. Micronesian ones are probably the most well-rounded overall, simply because of this tech.
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This tech is a reference to the coconut fibers used to make armor in Kiribati, like I previously mentioned. It was effective at blocking both melee weapons and ranged projectiles, so its effect on both types of armor is appropriate.
Tech Tree
Missing Units: Halberdier, Eagle line, Arbalester, all mounted archers, Hand Cannoneer, all cavalry, Siege Onager, Bombard Cannon, Heavy Demolition Ship, Cannon Galleon.
Missing Techs: Gambesons, Parthian Tactics, all Stable techs, Sanctity, Faith, Sappers, all cavalry armor, Bombard Tower, Treadmill Crane, Heated Shot.