Recently I’ve read through some articles regarding the Chams and decided to remake this civ. My main references are these two sources ( Champa - Wikipedia and Military of Champa - Wikipedia )
I’ve already made a civ crafting about the Chams back in 2021, this is an update to that.
Chams - Archer and Naval civilization
Civ Bonuses:
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Foragers and Fishermen require no drop-off sites
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Destroyed enemy eco units (Villagers, Trade Carts, Trade Cogs, and Fishing Ships) return 10% of their cost to the player (I reckon this might be a bit similar to the Viking’s Castle Age UT Chieftains effect on Infantry, but then again it’s not exactly the same. If you feel that it’s too similar we can replace this Civ Bonus with something like Villagers repair ships X% faster)
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War galleys have 5 population spots and can transport units (when they have units ###### #### they would have a small flag on top)
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Trade cogs +2 LOS and +2 pierce armor
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Can upgrade Docks to Ports in the Imperial Age, once upgraded team Trade Cogs will not only bring back Gold but also some Food and Wood as well. Note that this effect won’t apply to Trade Carts, they still only bring back Gold. This Civ Bonus (and the previous one) is to reflect on the fact that historically Champa’s economy relied mostly on maritime trade, with rice, aloe, and eaglewood being their top export commodities.
Team Bonus:
- Archers +3 attack against Ships
Unique Techs:
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Rukaiyah (Castle Age UT): crossbowmen have a secondary weak projectile (similar effect to the Hul’che Javelineers of the Mayans, though applied to crossbowmen rather than skirms)
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Chamic City States (Imperial Age UT): when a TC gets destroyed by the enemy, an Ox Cart will spawn automatically on its ruins, and the player can drag it elsewhere on the map to deploy into a new TC. Not sure if this tech is too OP or not, maybe there needs to be a number limit on this, like for instance the effect can only apply 3 times. And also note that this only applies to TCs destroyed by the enemy, doesn’t apply to self-deleted TCs. This tech is to reflect on the fact that historically the Champa kingdom wasn’t really a unified kingdom where the king holds absolute power over all of his dominion, but instead was a confederation made up of a number of city states. And when the dominant Chamic city state fell another to its south would rise in power, which is quite unlike the case with centralized powers (like ancient China for instance) where once the capital fell the whole country would fall shortly afterwards. This is the reason why the Annamese (the period accurate name of the Vietnamese) took more than 800 years to fully annex Champa’s territory.
Unique Unit:
- Mangpung (literally “Sea Warrior” in the Chamic language): this would be a light raiding infantry wearing a leather lamellar helmet and a butted vest. Unlike all infantry units currently in game, this unit is able to swim across shallow waters to get to the other side (though cannot swim in areas with medium or deep water). And this unit has two different attack modes, one in water and one on land. When in water, this unit would throw fire bombs at the enemy, and once on land, it becomes an ordinary infantry similar to others, wielding a shield and a short spear. The transition is fully automatic and the player doesn’t need to change it by hand like with the Ratha. And these two modes are mutually exclusive: on land the unit won’t throw fire bombs and in water it won’t use shield and spear. I envision that such a unit would work best on maps like Team Islands, where other civs need to build a transport ship to send units to the other side, the Chams can just send their Mangpungs to the other island and start raiding. Though this unit is a Castle Age unit and requires a Castle to be trained, so by the time the Chams are sorting out their Mangpungs the enemy side would likely already have some defenses, so I don’t think this would be OP.
Mangpung Stats:
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HP: 50 / 55 (elite)
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Cost: 60 Food 30 Gold
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Melee Attack 1 (land only): 9 / 11 (elite)
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Melee Attack 2 (throwing fire bombs water only): 5 / 6 (elite)
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Attack Bonuses (both modes): +4 / +5 (elite) against eco units (villagers, trade carts, trade cogs, and fishing ships) ; +3 / +4 (elite) against ships; +2 against standard buildings; +1 against Eagles
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Rate Of Fire (land): 2
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Rate Of Fire (water): 2.5
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Range (water): 3 / 4 (elite)
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Accuracy (water): 60%
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Min Range (water): 1
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Projectile Speed (water): 6
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Melee Armor: 1
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Pierce Armor: 2
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Armor Classes: Infantry / UU
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Speed: 1.2 (land) / 1.1 (water)
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LOS: 5
Tech Tree
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Barracks: having access to all upgrades and techs except Eagles
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Docks: only missing Heavy Demo
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Archery Range: missing Parthian tactics, fully upgraded skirms and archers, missing the cavalry archer line entirely instead having access to elephant archers and elite EAs (Khmers and Burmese should be like this too), also missing hand cannoneers
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Stable: missing bloodlines, missing hussar upgrade for their light cavalry, have access to Knights but missing Cavaliers and Paladins, missing the camel line entirely, missing the steppe lancer line entirely, though have access to BE and elite BE. Their stable is even worse than the Malays, only slightly better than the Dravidians.
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Siege: missing BBC and Armored Elephant
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Monastery: missing Heresy
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University: missing Arrowslits and Bombard Tower
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Castle: missing Hoardings
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Blacksmith: missing Plate Barding