Community Wishing Wall

Adding this multipurpose Europe map to the base game:

But had to be big enough so you can’t treb London from Calais;

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Worker Elephant

In the upcoming AoE4 DLC Dynasty of the east there is a new unit the Worker elephant who act as a mobile universal drop off.

I think this can be an unique unit for a new south est asian civilization or a regional building. Maybe he can act as a wood cutter or give a bonus of resource when wood are deposit in.

Worker Elephant

Cost 100 food.
Stat : same as Mule cart
Give a bonus of wood when villager drop wood.
Can be healed by monk
Can regenerate HP when garrisoned

8 Likes

Maybe the farms can also have variations similar to houses,it will add visual variation.

Since classic civis are getting new things added celts could also get a medieval uu to make it more period appropriate.

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Yeah. Or a split like Indians (or like the Chinese, though Cysion refuses to call it a split).

I dont think its worthwhile to split them to picts scots irish as they were relatively small.

And I think it’s better than having cartoony Gaul soldiers there

Rather than splitting the current celts an easier option would be to add a brand new Gaelic civi.It would be similar to having romans and byzantines old and new celtic people.

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Would love to see the Celts renamed Picts and given a proper campaign.

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Or rather split so William Wallace can remain as Scots.

Probably pretty basic, but I think having castles be able to function as drop-off sites for farms is a cool idea for a civ bonus. Kinda get the “feudal lord” type idea, and gives another way to make more defended farms.

4 Likes

Actually, that could be quite nice.

Okay, why are AoE4 devs so obsesed with variants? Has the money ran out already?

Not sure if this should be its own dedicated post? (Someone let me know please!) But here are changes I’d like to see

Realistic QOL Changes for AoE2

  • Add Heavy Cavalry Line
  • Replaces"Knight Line" for non- European civs
  • Includes: Knights, Steppe Lancers, Lancers, or other regional non-European civ equivalent
  • Behaves the exact same but gives better civ identity

-Remove Champion from Militia Line

  • Remove champions and scale bonuses to the three other swordsman levels (4 levels total)
  • Militia > Man at Arms > Long Sword > Two Handed sword
  • Add “Battle Drills tech” as champion upgrade to two handed swordsman
  • Suggestion from Spirt of the Law

+Increase Spear line range to .3-.33

  • Suggestion from Spirit of the Law

+Regional Skins for Units and Villagers by region

  • Regions include: European (base skins), Mesoamerican, Steppe, Sinoshpere or East and S.E Asia, South Asia, Middle Eastern, or Africa (or use whatever logic used for Monk reskins)
  • Skins for all generic military units and villager units
  • Yurts for Nomad Civs
  • Replace Houses for Yurts (add yurts to Huns)
  • Yurts cost 15w and hold 5 pop space
  • Huns get -33% cheaper yurts w/ +5 pop space (like Inca bonus for houses)
  • Take up 2x2 space
  • Mongols, Huns, Cumans, Khitans, + others

Link to SotL Video: https://youtu.be/_YsXsfdWf6g?feature=shared

2 Likes

I saw a video proposing splitting the militia line into a one-handed swordsmen line with one different Imp upgrade, and then make 2-handed swordsmen and champs a different heavy infantry in Castle and Imp. I don’t agree with all of the minutia in the video, but I Think the general idea could have some merit. Even if maybe the 2-handed heavy swordsmen line was kinda like cav archers where some civs don’t get it.

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That’s kinda a cool idea. So one would be like a heavy infantry and the other a light all purpose infantry kinda?

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Maybe not necessarily light, but more of a generalist all-purpose infantry. I could see the one-handed infantry keeping the anti-trash functionality (maybe by reducing attack slightly but giving it anti-trash unit damage to compensate, though infantry balance is hard in the game) of the current militia line, while the 2-handed infantry is more of a heavy-hitting, high damage unit that is more expensive.

The video I’m referring to mentions how cav’s advantage is speed, archer’s advantage is range, and infantry, as the majority of most medieval armies, should have its advantage in being able to mass them. In that vein, I would imagine the one-handed swordsmen would be the infantry that you mass a lot of, perhaps still costing gold but less of it, with balance accordingly so that it can be massed up in large numbers and can be a threat in large numbers, but in small numbers they aren’t so much, while the 2-handed swordsmen function almost similar to paladin as a late-game power spike type of infantry that cost more.

I’m just spit-balling with very general ideas here though.

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Nah I think that’s a cool idea. Playing devil’s advocate though, seems like you could do this with spears and maybe try to make them easier to mass and be sustained. Seems like it was the most common weapon on the battlefield during this era and would fit that rock, paper, scissors of being easy to mass. Can’t say that I hate the idea of being able to mass swords though, but historically speaking, spears would make more sense

I don’t think we need more infantry. The weaket link in militia line is Longswordsman. They require an upgrade. But can’t compete against units like knight that come with no upgrade needed. They lose to knight even after balancing resources. To make Longswordsman viable in castle age, they need to be as powerful as knights if not as mobile. The buff of +1 attack to champion should have started from Longswordsman. In addition, they should gain +1 melee armour as part of the upgrade or as part of gambersons.
In addition to this change, I propose one more change. Since militia are the only unit to get a line upgrade in feudal, they need to get two upgrades in castle age similar to how some bonuses like cavalier and heavy cav archer are given an age earlier. Its is feasible since the upgrade cost is so low and it does not depend on civ bonuses. Two handed swordsmen in castle age is not a game breaking unit and Armenians don’t seem to be abusing the unit.

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Maybe have the proposed battle drills tech available in castle age? Then, like you said, gambesons helps too? Makes infantry viable.

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Battle Drills or Gambersons, the name does not matter. It should be just a single barracks tech. Removal of supplies was a great overhaul. Its better if we don’t introduce more techs on militia line.
Two-handed swordsmen in castle age will be a great boost for infantry civs in castle age since pop efficiency matters far more in mid castle age than cost efficiency.

2 Likes