This is an update to my previous 2022 civ crafting about the Dians (please check this for reference: New Civ Concept: The Dians - Age of Empires II: DE / II - Discussion - Age of Empires Forum ). There are things that I’ve kept and also things that I’ve changed.
I haven’t decided on a specific name for this civ. It represents the medieval Nanzhao/Dali kingdoms which spanned from the 8th to the 13th century as well as other native tribes of South China (Li, Raeuz, Bo, Man/Hmong, etc.). Dians/Bo/Baipu all three names would work for this civ. I wouldn’t want to call this civ Yi/Lolo/Nuosu as someone else has suggested, mainly for 2 reasons: 1. To avoid unnecessary political troubles for this game since names like Yi/Lolo/Nuosu are still used by extant peoples whereas the names that I’ve suggested are all ancient and vague and aren’t used by any modern ethnic group. 2. Wanting this civ to represent a wider range of peoples not just the Yi, since South China was quite a diverse region at that time with many native tribes and also the exact ethnic origins of the Nanzhao/Dali ruling elite are still somewhat controversial.
Without further ado, let’s begin.
Dians/Bo/Baipu
Archer and Monk civ
Civ Bonuses:
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Mills can train water buffaloes that cost no pop space for 50 food each, starting from the Feudal Age
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Monastery provides automatic healing for units within a radius of 5 x 5 from it (if too OP we could tune the radius down)
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Foot archers move 5%/10%/15% faster in Feudal/Castle/Imperial Age (only applies to the archer line and not to skirmishers. The base speed for an archer is 0.96, and after speed boosts in the Imperial Age it will have a speed around 1.1, but judging by the fact that we have some infantry units going 1.2 and 1.3, I don’t think this will break the meta)
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Have access to the unique production/gathering/defensive building called a Mbanj (will elaborate on this later)
Team Bonus:
- Gains +10 gold for each successful conversion (pushes for aggressive monk play in the Castle Age)
Unique Techs:
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Lacquered Leather Armor (Castle Age UT): team unique units +1 melee armor
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Tea and Horse Road (Imperial Age UT): team players can train trash Knights at their markets for 100 Food and 0 Gold (can only train Knights at their markets and not Cavaliers or Paladins, and the Knights trained at the markets have basic stats and are not affected by Blacksmith upgrades, so don’t expect to defend your trade lines with these trash Knights only). A secondary effect is that after researching this tech, the player will receive a small trickle of gold (the rate remains undetermined). The rate will depend on the number of markets that the player has at the time of researching this tech, more markets means higher rate. However, to keep this tech from becoming too OP, the effect is no longer stackable after 3 markets, meaning that even if you have 10 markets built at the time of researching this tech, the rate of gold you’ll receive per minute will still be identical to 3 markets.
Unique Units
Castle Unique Unit: Luojuzi, a skirmisher with the speed akin to an Eagle Warrior and with a small bonus attack against cavalry, and unlike normal skirmishers this one costs gold to train.
Luojuzi Stats
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Cost: 40 Wood 30 Gold
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HP: 35 / 40 (elite)
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Attack: 4 / 5 (elite) pierce
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Attack bonuses: +2 / +3 (elite) vs Cavalry ; +1 / +2 (elite) vs Camel ; +1 vs Cavalry Archer
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Rate of fire: 3.05
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Frame delay: 20
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Range: 5
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Minimum range: 1
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Accuracy: 95%
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Projectile speed: 7
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Melee armor: 0 / 1 (elite)
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Pierce armor: 4
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Armor classes: Archer, Skirmisher, Unique Unit
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Speed: 1.25 (not affected by the civ bonus as it is a skirmisher)
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LOS: 6
2nd Unique Unit: Raeuz tribesman. Major redesign for this unit compared to my civ crafting a year ago. This unit will no longer be trained at the Barracks but will only be trained at the Mbanj, which is a production/gathering/defensive building unique to this civ. To better represent the gender equality that had existed among the South China natives and the fact they’re part of a tribe, Raeuz tribesman now comes with a male and female version just like the Villagers, and whether you’ll get a male or female Raeuz tribesman is also completely random similar to how the Villagers are trained. This unit is now a 2-mode unit, it has an infantry mode and a gatherer mode. The default mode is infantry, but you can manually change it to gatherer. The change involves stats changes (see the stats below) so it’s not automatic. In the infantry mode, it fights just like any other infantry in game; in the gatherer mode, it can gather all resources similar to Villagers, but with two major differences: 1. it cannot build anything, not even the Mbanj, so to construct a Mbanj you’d still need Villagers. 2. it won’t drop resources to TC, mining camp, lumberjack, or mill like the Villagers do, the only resource dropping point for this unit is at the Mbanj, and it drops all types of resources there. This unit does not have any elite upgrade.
Raeuz Tribesman Stats:
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Cost: 40 Food 25 Gold
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HP: 45 (for both modes) / 50 ( for both modes after researching the tech Bronze Drums, will get to it later)
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Attack: 8 melee (infantry mode) / 3 melee (gatherer mode)
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Attack Bonuses: +2 vs Building and +2 vs Eagles (for both modes)
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Rate of Fire: 2 (for both modes)
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Melee Armor: 0 (for both modes)
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Pierce Armor: 0 (for both modes)
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Speed: 1.2 (infantry mode) / 0.8 (gatherer mode)
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Armor Classes: Infantry / UU
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LOS: 4
Now onto their unique building the Mbanj. First of all there’s the name change. Before I used to call it a Zhai, which is a Sinitic name for villages/settlements, particularly those built on a hill. To be more in line with the nature of this civ, I decide to change its name to Mbanj, which is the native South Chinese Tai-Kradai name for villages or settlements. It might be a distant cognate to the Austronesian Maori word Pā, which also means villages or fortified settlements.
The Mbanj costs 120 Wood and 60 Stone to be built. It has a base HP of 1800, and will have a full HP of around 2200 after Masonry and Architecture upgrades. It’s available to be built in the Castle Age, and only Villagers can build it. It trains the Raeuz Tribesmen (the 2nd UU of this civ), serves as a gathering point for the gatherer mode of this unit, and also serves a defensive purpose by shooting arrows at the passing enemy, with only one arrow shot each time. The range is only 6 and min range is 1, which is shorter than Towers. This building cannot be garrisoned. In terms of its purposes, I think the best approximate would be the Blockhouse in AoE 3, which is where I took the inspiration from. Once reaching Imperial Age, the building will have a unique tech of its own called Bronze Drums, which gives +5 HP to the Raeuz Tribesmen and shortens their training time by X% (training time and percentage remain undetermined).
Tech Tree
Barracks: missing Eagles
Archery Range: missing Hand Cannoneers and Elephant Archers
Stable: missing Steppe Lancer, the Paladin upgrade for their Cavaliers, and Camel Rider; have access to Battle Elephant but without the elite upgrade. Have access to Hussars.
Siege Workshop: missing the Siege Onager upgrade for their Onagers, also missing Armored Elephant and Bombard Cannon
Castle: missing Hoardings
Dock: missing Fast Fire Ship, Elite Cannon Galleon, and Heavy Demo Ship
Blacksmith: missing the last archer armor upgrade and also missing Bracer (so that their speedy foot archers won’t be too OP)
Monastery: missing Heresy and Redemption
Market: missing Guilds
University: missing Bombard Tower and Treadmill Crane
Mining Camp: missing Gold Shaft Mining
Mill: full