A powerful defensive gunpowder civilization based on a fictional multinational cult that rose to power in Central Europe in the late 16th century.
Strong antagonists make better stories, and the Thulans are here for that in a new campaign series. Serving as the main antagonist, they will make life harder for the Old World’s civilizations with their unique units, impregnable fortifications, strong arsenal, and well-geared economy.
They have no intention of being on equal footing with others. They are supposed to be the most powerful civilization. However, they will still have weaknesses and will only be beatable if the opponent has a significantly higher ELO—or at least, that’s my intention.
They won’t be available in competitive multiplayer but will still be playable in skirmish mode. Want to give your friend an advantage for a challenge but don’t like the handicap feature? This civilization is for you.
I will also delve deeper into them, their unique units, and techs. Who are they? What are these techs and units? How did they obtain them? What are their stories, etc.?
And here’s more information about them:
Stay tuned!
I think you need like 3 more civ bonuses. 7 ain’t enough
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I was thinking about designing a Wobbleflop Civilization.
A weak offensive stone-age civilization based on a real isolated village that fell from power in Australia in the early 5th century.
Weak protagonists make worse stories, and the Wobbleflop are missing from that in an old campaign series. Avoiding the role of the main protagonist, they will make life easier for the New World’s civilizations with their common units, fragile outposts, weak armory, and poorly managed economy.
They are determined to stay on equal footing with everyone else. They are supposed to be the weakest civilization. However, they will still have strengths and will only be defeatable if the opponent has a significantly lower ELO—or at least, that’s not my intention.
They will be available in competitive multiplayer but won’t be playable in skirmish mode. Don’t want to give your friend an advantage for a challenge and prefer the handicap feature? This civilization isn’t for you.
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The unique tech autonomia, that will be massively OP in singleplayer but near useless in multiplayer.
The booming potential of villagers trained from houses is wild.
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Note: The stats aren’t final; they are just meant to reflect the concept primarily.
Starting from the Feudal Age, they gain a special ability: each time they hit an enemy, that enemy is frozen for 0.35 seconds. During this time, the enemy cannot move or retaliate. Think of it as causing a frame delay combined with a movement delay.
This effect stacks. So, if six of them constantly attack a unit that has a rate of fire of 2.1, the enemy unit will be unable to move or retaliate for the duration of each freeze. This is meant to compensate for their relatively low damage.
They are meant to shine in the Castle Age, where they receive the most stats along with the unique “Ragecide Tech.” This tech allows them to move almost as fast as a knight for a short time at the cost of losing some HP, representing their exhaustion.
This ability is supposed to shine when timed well, especially against a mass of foot archers. They will be able to kill some foot archers and retreat.
Powdermen are a more generalist version of Flaming Camels. They have lower HP and damage but are cheaper and have a much faster creation speed. Unsurprisingly, they are only effective against tightly packed, low-HP units.
However, even a handful of them is capable of turning the tide of an evenly pitched battle.
Story-wise, they are not actually a suicide unit. The Thulans attempted to form grenadier battalions with them, but the primitive state of the bombs, combined with the difficulty of finding high-quality recruits, led to the department being underfunded. These factors forced the Powdermen to get closer to the enemy than intended, which is how they ended up as a suicide unit in the game.
They could have had a ranged mode, but the idea was scrapped later for a smoother gameplay experience.
Boltwardens are a more powerful, gold-intensive version of skirmishers. Unsurprisingly, they have high pierce armor and an attack bonus against archers.
However, they are more versatile than skirmishers, with their higher attack, the ability to fire multiple bullets in quick succession, and increased damage at closer range. The regeneration ability also helps them stay alive longer. They have 7 range in the Castle Age, which increases to 8 with the Elite upgrade. They move at the same speed as hand cannoneers and share the same frame delay and range.
But, they are nearly as expensive as Janissaries, and even the Elite versions have only 35 HP and no melee armor.
Hand cannoneers are meant to be better at dealing with infantry and tanking melee damage than Boltwardens.
They will present an interesting dilemma in battles, as players will need to decide whether it’s better to close the distance or not.
Wow, I can’t believe it. The new Jurchens civilization has the same starting and team bonuses as well. And they’re a defensive gunpowder civilization too.
White Feather Guard has a very similar ability to my Swordmaces. They even have the same HP!