Civilization Idea: Vlachs

Now that the ban on new threads about Wallachia/Romania has been lifted thanks to @EliteRiflemann, I feel comfortable posting this concept, which I have had in the oven for almost 6 years now, making various tweaks for balance and flavor over time until I reached a stage where I feel satisfied enough with the result to bring it to you guys.

The Vlachs represent the people of Wallachia, Moldavia, and Romania (especially Transylvania). They would receive the existing Dracula campaign, which currently is played by the Turks, Magyars, and Slavs, none of which fit. An important element to note before we begin is that the Vlachs are designed as part of a hypothetical Balkan DLC, which retools the Slavs to the Ruthenians, replaces the Boyar with a new unique unit, and makes the Boyar into a regional unit. They would keep the same cost they have now, but are moved to the Stable and have less armor and attack. Keep that in mind as this concept progresses.

It’s also worth noting that like the Armenians and Georgians, the Vlachs have access to the Fortified Church, but with a unique model for it. They also have the Schemamonk design.

The Vlachs have the Eastern European architecture set, which is bloated now, but wouldn’t be upon their introduction, as a few Eastern European civs would get their architecture changed (the Bohemians would change to Central European and the Bulgarians would be part of a new Black Sea set). Their unique Castle would be Bran Castle, but would actually use the existing Poenari Castle model, which is clearly based on Bran.

The Wonder for the Vlachs would be Curtea de Arges Cathedral, a rather magnificent building compared to the one I originally assigned for their Wonder.

The specialties for the Vlachs are cavalry and defenses, and we’ll see why that is soon.

Enough foreplay. Let’s get into the civ design itself!

Civilization Bonuses

  • Receive 1 free cow for every 5 farms built

This bonus references Wallachia’s agriculture, where cattle were very important. It became an essential breadbasket for Europe and the Ottoman Empire.

  • Camps and Mills provide +5 population space

This bonus references several ancient and medieval Romanian gold and salt mines, a few of which formed towns centered around the key export. It also references Wallachia’s large forests and its prominent agriculture.

  • Fortified Churches cost -25%; +5 garrison and population space

Fortified churches were very common in Romania during the medieval period, and several villages with one still survive today and are protected by UNESCO.

  • Mounted units +10 HP starting in Castle Age

The Wallachian military often incorporated mounted soldiers to engage in hit-and-run tactics, and they eventually fought in pitched battles using lances and swords.

  • Team bonus: Mounted archers +2 attack vs buildings

The Wallachian military also included men on horseback using bows to attack the enemy with raiding tactics.

Unique Unit 1: Strajeri

  • This is an infantry unit that wields a spear. It has 8 attack for regular and 10 attack for Elite. It has 65 HP and 1/1 armor, with 75 HP for Elite. It moves a little faster than swordsmen, at 0.99 tiles per second, and attacks a little slower, with a rate of fire of 2.3. It costs 45 food and 30 gold.

  • Its gimmick is that for any friendly unit within a radius of 1.5 tiles, it will absorb 25% of all melee damage not directly targeted at it. This includes other Strajeri being attacked. However, trample damage will behave as normal due to the Strajeri being damaged under ordinary circumstances anyway. The absorption effect doesn’t stack, so multiple Strajeri can’t reduce damage for the same unit multiple times.

  • Strajer is the Romanian word for “guardsman.” As noted earlier, spear-wielding infantry were often used as guards for important leaders in the Wallachian army.

Unique Unit 2: Viteji

  • The Viteji is an upgrade to the Heavy Cavalry Archer. The upgrade costs 1000 food and 600 gold, which is more than the HCA upgrade and almost as much as the Imperial Age upgrade, but the improvements are well worth the cost.

  • The Viteji is an improvement on the Heavy Cavalry Archer in almost every way; it has more attack, at 8, more pierce armor, at 1, more HP, at 65 (75 after the bonus), and more attack vs Spearmen, at +5. On top of that, it also has an attack bonus of +3 against gunpowder units. However, it has the same accuracy and firing rate.

  • The viteji were heavy cavalry troops that were equipped with brigandines or plate armor. It’s possible that they used bows in combat, as they were common weapons for Wallachian cavalry. The anti-gunpowder bonus is a reference to the fact that they were often used to harass Ottoman troops.

Unique Technologies

Voivode: Castles and towers built 100% faster; Fortified Churches +2 garrison arrows

  • Cost: 600 food, 400 gold

  • This technology causes fortifications to be built faster, with Fortified Churches receiving 2 extra arrows while garrisoned, including with a Relic, for a minimum of 3. This technology alone increases Vlach defensive potential by making it much easier to build important fortifications quickly. It also makes Fortified Churches, which are already cheaper, have more garrison space, and provide population, even more efficient with defending a town against raiders. More arrows means more damage, and more damage means enemy units are taken out sooner.

  • Voivode is a term for a military leader in several Eastern European countries. It was in use often in Moldavia, Wallachia, and Transylvania, and they were, as a matter of fact, voivodeships during the Middle Ages. Voivodes were responsible for ensuring the efficient and effective defense of their lands; castles and fortresses were built during this period to lay claim over these very contentious regions.

Romani Ironworking: Siege units deal 50% more bonus damage

  • Cost: 900 food, 600 gold

  • This technology makes all siege weapons, as well as Demolition Ships and Cannon Galleons, much more effective against units and buildings that they specialize against. After this technology, Bombard Cannons are capable of one-shotting Siege Onagers, and they also deal 300 bonus damage against buildings instead of only 200. Cannon Galleons have a similar improvement. Capped Rams are nearly as strong against buildings as Siege Rams, and Onagers end up with more bonus damage than Siege Onagers, though still with less attack. On account of all this damage, Siege Engineers is missing, resulting in less range overall.

  • The Romani, historically known informally and now controversially as Gypsies, are a prominent minority ethnic group in Romania, Hungary, and other Eastern European countries. Their bad reputation and foreign origin has led to frequent persecution over the centuries. However, Romani that had settled down in Romania after forcibly migrating there in 1370 quickly integrated into the local culture, often taking up trades as blacksmiths. Their metalworking skills became essential to local economies.

Tech Tree

Missing Units: Champion, Eagle line, Fire Lancer, Elephant Archer, Paladin, Camel Rider, Battle Elephant, Steppe Lancer, Siege Ram, Siege Onager, Fast Fire Ship, Heavy Demolition Ship, Elite Cannon Galleon.

Missing Techs: Gambesons, Parthian Tactics, Redemption, Heresy, Sanctity, Theocracy, Ring Archer Armor, Blast Furnace, Treadmill Crane, Bombard Tower, Siege Engineers, Crop Rotation, Dry Dock.

2 Likes

Why not mill? Since Slavs, already have a parallel bonus, I will recommend not to give this bonus to a civ that is from the same region.

Hopefully not with extra arrow with garrison space.

Sounds pretty OP, way stronger than any HCA in the game, even including Magyars. At least the civ doesn’t have good eco. But neither do Magyars.

Sicilians have this for free.

Maybe instead just always fire 2 extra arrow like Malians TC? A trash defense building that always fire arrow could be pretty strong though.

And they also have SE!!! They will have omega OP Imp with new CA UU, Church and Treb with steroid.

1 Like

I guess I could tone down their stats a bit.

Wrong. That bonus is only 50%, though it used to be 100%.

Nope, they don’t have Siege Engineers. I even pointed that out in the post. Their siege options are pretty garbage without this tech.

Yeah. But better to avoid it? Maybe not add castle. Just Tower and Church. And church max arrow increases by 3. But need to garrison. A no stone tower will be hard to balance.

Didn’t notice. Siege looks fine after the UT.

My advice would be try to make a bit more different from existing Slavs. Speaking of which, what will happen to existing Slavs UU - Boyar?

I don’t know. The tech predates DE DLCs, and I don’t have a better idea at the moment.

They’re already very different with the mediocre infantry, good cavalry archers, strong defenses, and access to gunpowder units. These traits are not true of the Slavs.

I’ve already explained that in the post.

Infantry is okay with cheap spearman. And Slavs defence also good after their UT. CA and gunpowder is good edition though. Maybe I’m just not fond of extra pop space on camp.

I mean unit stat. Currently they are 5 gold cheaper than Knight. So less MA and attack is necessary as you said on the post but need to have a solid number with your +10 HP and -15 food civ bonus to have a conclusion.

Idk… the heavy focus on spearmen makes no sense to me.

In general the whole concept is weird tbh, On many levels. Making Boyars a regional unit makes so many things so awkward in game design.

The civ dies early on to Skirms but later it has absurdly OP units which doesn’t even make sense. Vlachs should get a good eco bonus and other stuff that enables them to uickly raise diverse armies, not focussing too much on OP buffed already strong units. The whole concept doesn’t make any sense.
And it would be basically useless at higher elo, their military bonusses cry for open maps, but they are just too slow to get going there. The only maps they could really shine would be stuff like Blackforest TGs or Michi. And even there the terrible eco would make it awkward.

This proposal goes into the category “Paladins for Poles” for me…
(Especially also referring to the absurd cheaper fortified churches)

1 Like

Spearmen are a counter unit. It’s meant to be a bonus in a similar vein as the Byzantine one. It was originally a training speed boost, but the Khitans got a bonus like that, so I had to think of something else.

Why is it awkward? What’s wrong with the idea?

If you can think of a good eco bonus that’s strong, balanced, and original, just let me know. It’s getting increasingly hard to come up with bonuses that aren’t niche or gimmicky. Besides, saving wood on houses can be a good bonus.

That makes sense. Again, this goes back to having to find original bonuses that fit and are balanced while still being good.

Hey now, I thought that was a good defensive bonus. It’s definitely historically accurate. Sometimes you can’t have a historically authentic civ that’s also viable; I tend to prioritize the former over the latter due to my love of history.

I think Vlachs would be best suited by a Farming Bonus.
Ofc there are currently too many civs with that. But Vlachs should have that.

And if cav gets extra HP (which makes sense for vlacks without bloodlines) there would be the option to give that Bonus from feudal, so vlachs would get a similar opener to Franks.

2x2 farms enters the chat.

Okay, I’ll try to think of something.

Agreed. I can make changes.

Edit: Keep in mind that they do have Bloodlines. The extra 10 HP is on top of that.

I already gave that bonus to my Micronesians civ. I’m trying not to reuse bonuses.

Way, way too OP when it comes to starts. They are weak in early game and start to become 256x Ethiopian Torsion Engine kind of OP in late game.

Okay. Where are they OP?

The CA UU. Boyar with bloodlines +10 HP + 15 less food.

That I can tone down dramatically. Maybe 1 more attack, 10 more HP, and 1 more pierce armor, and all other stats remain the same.

It was originally created faster from the bonus, but the the Khitans took the Spearman part of the bonus, so I had to think of something else.

Why? I mean of course there would be a rebalance if it was made a regional unit, just like Elephant archers got and slingers are going to get as they convert from UU to regional; there’s a precedent for it.

If it’s so easy why you don’t come up with an idea?

CHANGES


  • New bonus: Receive 1 free cow for every 5 farms built

    • This bonus references Wallachia’s agriculture, where cattle were very important. It became an essential breadbasket for Europe and the Ottoman Empire.
  • Mills now provide +5 population space in addition to Mining and Lumber Camps.

  • “Spearman line and Boyars cost -15 food” bonus removed.

  • Significantly toned down the stat improvements of the Viteji. It now provides only +1 pierce armor, +5 HP, +1 vs Spearmen, and +3 vs gunpowder compared to the Heavy Cavalry Archer. It no longer improves accuracy or firing rate.

@SMUM15236 I am curious what you think of this civ now that I’ve made some adjustments.

This is what AI is suggesting.

​Move Boyar to Stable (replaces Knight line).
​Remove Plate Barding Armor (The 3rd armor upgrade).
​Increase Gold Cost to 90 Gold.
​Increase Train Time to 40 seconds.