CloudAct:
minor overlapsâ mean?
Tbh what âminor overlapsâ mean is completely subjective, but for example the way the Ethiopian bonus would overlap with extra food eaxh age (something like +125/250/500 food at feudal/castle/imperial age) or something like how currently three civs have cheaper scouts and how Aztecs and Burmese both have extra attack on infantry but despite having a lot of similarities these bonuses end up playing off diferently
Depends on the case.
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Basically the important thing is to make overlaps have advantages and disadvantages as well as odeally quirks in how they affect the game
Edit: And also unless dealing with UTs vs bonuses, make bonuses be more broad or more specific depending on the case
50 civs is perfect number for marketing. too many will be bad
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Marketing wise ânow with 2 more civsâ will probably always be better than âthis is an old game thaâs no longer expanded upon, but it has a medium-high amount of existing contentâ.
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45 is the ideal limit for me and let the modders make the last 3 civis. Swiss Georgia Venice will be enough for my taste unless they sneak in Tibet somehow.
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3 african civs next will be a much better option considering africa is huge, needs more civs and their architecture set hasnât been used much. Not only this, here just look at thisâŠ
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Let me reply to this by repeating myself
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âŠlike the African empires weâre missing which should absolutely be part of this game.
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Exactly. Thatâs why the devs should add African and Asian civs, not Europeans where there arenât any important civs left.
This is not confirmed.
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Civis that can be added should be added must be added are completely different things based on personal preference.
Africa has plenty of important civs worth adding lol
Qt least better than Mississippians
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Well there is not much room left if they donât start reusing bonuses (take one bonus from 4 separate civs for example) or introduce more âstuffâ like upgrades/regional units/game mechanics. Things like this
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Iâd be happy to hear what you think
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Would giving you more civ designs be enough to convince you that we still can design civs without reusing stuff?
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Because it seems like people here dont believe what I say
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Sure
But I donât care if some stuff is reused but still, shoot
This will take a while btw
Ugandans
Infantry and naval civilization
Newly built docks spawn a fishing ship
Spearmen cost no wood
Skirmishers cost no food
Buildings +2 line of sight
Team Bonus: Skirmishers +2 vs siege
Frontline Axeman (infantry)
Hit Points: 70 (80)
Unit Cost: 65F 60G
Attack: 9 (11)
ROF: 1.8
Armor: 5/1 (8/1)
Range: 2
Upgrade: 1200F 800G
Speed: 0.75
Kitara expansionism
<Militia moves 35% faster>
Cost: 400F 200W(although this is mostly to have
Canoe Warfare
< Fire ships deal blast damage>
Cost: 300F 300G
(This civ could have both as castle age techs tbh)
Missing techs:
Barracks: champion, halberdier, eagle scout
Archery range: cavalry archer, elephant archer, hand canoneer, parthian tactics
Stable: no stable
Blacksmith: cavalry armour, last archer armour
Siege workshop: siege ram, bombard cannon, siege elephant
Monastery: Fervor, attonoment, heresy, faith
University: Keep, fortified wall, bombard tower, archiytecture
Serbs
Cavalry civilization
Recieve 150/300/450 gold at feudal/castle/imperial age
Scout cavalry, spearman and skirmisher upgrades half cost
Stable units +2 attack starting at castle age
Team Bonus: Units csn garrison at monasteries
UNIQUE UNITS
Vlastela (cavalry)
Hit Points: 50 (60)
Unit Cost: 60F 45G
Attack: 30 (40)
ROF: 2
Armor: 3/3 (4/4)
Range: 0
Upgrade: 900F 500G
Speed: 1.4
Imperial Hussar
Hit Points: 90
Unit Cost: 80F
Attack: 7
ROF: 1.7
Armor: 0/2
Range: 0
Upgrade: 800F 700G
Speed: 1.5
+ 12 vs monks
Pronijar cavalry(castle age)
<Cavalry archers +2/2 armour>
Cost: 200F 400G
Lazar mercenaries(imperial age)
<Infantry units +6 vs buildings and villagers>
Cost: 400F 300W
Missing techs:
Barracks: eagle scout
Archery range: arbalester, elephant archer
Stable: bloodlines, camel, battle elephant, steppe lancer
Blacksmith: /
Siege workshop: Siege ram, siege onager, siege elephant
Monastery: redemption, fervor
University: architecture, keep, bombard tower, heated shot, fortified wall
Economy: Cro rotation, two man saw
Somalis
Defensive and gunpowder civilization
Fire ships cost 15% less
Spearman and skirmisher +25% hit points
Castle age is 33% cheaper
Fortifications fire 18% faster
Team Bonus: Repairers work 100% faster
Malassay (cavalry archer)
HP: 50 (55)
Upgrade: 700F 750G
Unit Cost: 35W 75G
ROF: 2
Attack: 6 (7)
Range: 4
Armor: 0/3
Speed: 1.45
+3 (5) vs archers
Barawa Architecture
< Buildings regenerate>
Cost: 400W 100S
Red Sea Trade
<Gunpowder units +5 melee armour>
Cost: 650F 300G
Missing techs:
Barracks: eagles
Archery range: elephants
Stable: elephants, paladin, steppe lancers
Blacksmith: blast furnace
Siege workshop: siege ram, siege onager
University: treadmill crane
Manchu
Cavalry and siege civilization
Villagers work 5% faster
Siege workshop cost -100 wood
Trebuchets are 25% cheaper
Team Bonus: Mill, mining camp and lumber camp +4 LoS
Hwacha (siege weapon)
Hit Points: 50 (60)
Unit Cost: 150W 130G
Attack: 10 (12)
ROF: 6
Armor: 1/3 (1/6)
Range: 5 (6)
Upgrade: 1000W 500G
Speed: 0.8
Fires 5 (6) projectiles
Blast 0.5
Huihui Pao
<Mangonels, hwacha, scorpions and trebuchets track moving units>
Cost: 300F 400G
Guazi Ma
<Knights, camels and steppe lancers deal blast damage>
Cost: 900F 500G
Miising techs:
Barracks: halberdier, champion, supplies
Archery range: arbalester, thumb ring, eles
Stable: paladin, battle elephant
Blacksmith: last infantry armour
Siege workshop: onager
University: architecture, treadmill crane, heated shot
Georgians
Cavalry and monk civilization
Villagers can garrison at economic buildings
Previous age tecnologies become 50% cheaper
Recieves +50 food, wood, gold and stone each age up
Knights and monaspa cost -5 gold for every captured relic
Monks +1 range
Team Bonus: Monks +3 monk armour, +2 LoS
Monaspa(cavalry)
Hit Points: 90 (130)
Unit Cost: 50F 65G
Attack: 9 (11)
ROF: 1.8
Armor: 1/2 (2/2)
Range: 0
Upgrade: 1200F 800G
Speed: 1.4
+5 (8) vs cavalry, +4 (6) vs camels
Azatravear
< Cavalry regenerates>
Cost: 400W 200S
Devotion
<Monks +1 range>
Cost: 600F 200G
Missing techs:
Barracks: eagle scout, supplies
Archery range: arbs, thumb ring, elephants
Stable: camels, elephants, steppe lancer
Blacksmith: Bracer, ring archer armour
Siege workshop: siege ram, siege onager, heavy scorpion, eles
Monastery: /
University: treadmill crane
Economy: crop rotation
Also I have already shared a few others
I will start with the kingdom of Benin from the coasts of Nigeria created by the Edo people, a civ thst would also represent the Yoruba and other peoples from Southern Nigeria (btw you can click on the bonuses to see the details for why I chose that bonus).
Beninese
Infantry civilization
Recieve +125/250/375 food at feudal/castle/imperial age Southern Nigeria was a region with plenty of food, and the region controled by the Edo was no exception.
While its sort of just a random economic bonus tâŠ
I guess I will have to continue with this myself I guess?
I will talk about the Kanembu, the most important civ missing from Africa imo, a long lasting and very powerful empire based in central Africa that lasted 900 years.
Kanembu [kanembu]
Cavalry and monk civilization
Town center techs -60% cost and research time The Kanem-Bornu empire was formed at the beggining of the 8th century by a previously nomadic people, the Kanembu, around the region of lake Chad taking control over the SâŠ
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