Design idea: skip veteran

What do u guys think of following idea:

[civ] gets [unittype] earlier than other civs, but lacks this units next upgrade, later it catches up again

That way we could have civs with ‘unique’ skirms/dragoons/… with early powerspikes, followed by below average midgame and average/slighty above average lategame. It should discourage ffs and make for uniqueness without powercreep. It could feel refreshing to have units with non-linear scaling

example: china gets access to skirms in age 2, but doesnt get its veteran upgrade in age3, age 4 however they will get veteran and guard tech combined into one tech so they “catch up” to regular skirms again.

This is meant to represent invention and early adoption of gunpowder, followed by little innovation and finally big reform when faced with more advanced gundesigns.

(I dont want to change china, its only to give u an example for what im trying to express. I would like to see this mechanic in new civs… be it mods or DLCs)

5 Likes

If done right that could be very fun.

1 Like

Feels too competitively minded to me. To most people the bonus would mean almost nothing. Will leave it in the backburner however in case I have a civ I wanna do but doesn’t feel like it has enough “oomph”.

4 Likes

Warchief civs have a softer, inverted version of this that may be worth thinking about. Standard euro veteran/guard techs are +20% and +30%, whereas warchief civs are +25% and +25%. I could see a civ design going +15% and +35% for their veteran and guard techs with perhaps the veteran tech being cheaper to compensate.

5 Likes

good idea! One of my concern was, by skipping the veteran upgrade completely, casual/new players might be very confused and misidentify it as a bug… that would be avoided by your approach

1 Like

Leather Cannon

Capture d'écran 2024-12-27 151757

2 Likes

That is normal for buildable Artillery to just have a Age IV and V tech to upgrade them. Leather Cannons are special in that they can be built in Age II and have Light Gun Carriages card in Age III that activate that Age IV tech once sent.

Skipping a veteran type tech in Age III and having Age IV and V tech is something I would hate for Infantry and Cavalry.

I think they also did something similar with the african civs

Both of the fortress age cavalry get a +15% shadow tech in fortress( not 25%) and then get another +10% when you get the vet tech for the full +25%

This comes up mostly for lifidis since you can unlock them in age 2 and upon ageup they would instantly get 15% extra stats

3 Likes

Somewhat off topic, but unupgradable units are an interesting idea. A civ could be given an overly effective unupgradable unit in age 2 that falls off later. No Vet, no Guard, no Imperial.

1 Like

Gz, you just invented mercenaries.

Mercs before they got given upgrades…