So, I know many players want, and have requested a custom civilization builder for AOE2 DE. The main issue with this have been, how do you balance it? So here I have a suggestion of how to do exactly that. Keep in mind, this system can easily be, and probably should be tweaked somewhat based on results when testing. The easiest thing to tweak being the Point Cost of things.
If this system were to be implemented, it would be best that you can have a number of premade custom civs (lets say 4) on your civ list when picking a civ in the lobby. And that the lobby host could in unranked games, choose whether to enable custom civs or not. Much the same way you can choose to hide civ choices, or to allow spectators.
Keep in mind that for this example I have only used units, techs, and bonuses that already exist within the game.
So the first thing we have to do is to give everything a cost. So here is a list of all the units and standard techs. The total cost of all standard units and techs is 266 points. Personally I’d advice “that”, as in the total cost for all standard units and techs to be the amount of points you get to play around with when making your civ. This would allow players to make an All Techs civ if they sacrifice all unique bonuses and techs, and it gives you a decent amount of points to play around with.
Here is a list of all standard units and techs, with their point cost. Team Bonuses, are separate from Unique bonuses and techs for the sake of simplicity.
On regards to civ bonuses and techs I advice the following model. Allow each player to pick a maximum of 6 Civ Bonuses, as the current standard civ (Saracens) with the largest amount of bonuses has 6.
I’m going to ignore that some Unique Techs are Castle Age while others are Imperial Age, as that complicates the system unnecessarily, and doesn’t provide a significant balance issue. You will still be locked to 2 Unique Techs as normal though.
So here we come to the more discussed part. How do we prevent people from making civs that are OP in one aspect at the sacrifice of everything else?
I’ve come up with 2 ways of countering this issue, and preferably both should be implemented:
1: All unique bonuses and techs are more expensive than the standard tech counterparts in terms of points.
2: The bonuses and techs are categorized into 9 categories. You can pick a maximum of 3 bonuses or techs within 1 category. After picking a bonus or tech in 1 category, the point cost of each new bonus or tech you add in the same category increases by 3 for each new bonus or tech you add in that category. Meaning Infantry bonus number 2 will cost +3, while Infantry bonus number 3 will cost +6.
The only exception to this being Economy bonuses, which get 2 bonuses before it starts increasing instead of 1.
The 9 categories are.
So lets take a look at each one.
If anyone of you have feedback, criticism, or suggestions of your own regarding how to make a civ builder. Feel free to share and discuss that in the comments bellow.