Ok, folks, this one is for fun. Let me know what your ideas are. Even the wildly unbalanced ones are fun, because refinement can take them and turn them into golden innovations.
Some that I have thought of:
All of these are available in Castle Age. They only stack if they say so:
- Tourney field: For Franks. It would have to be fairly large, ~5x3, and be fairly expensive to build ~100s/300w. Requires Castle and University build. Once constructed it would have a switch (like auto reseed button) that would increase Knight LOS and attack by +1, but cost a trickle of gold and food twice or thrice as fast as relic income. You can turn off the button or run out of resources and it will stop.
- Teocalli (God House): For Aztecs: Maybe 4x3, ~225 stone. Requires Monastery and University to build. Garrison ten units to sacrifice them. First sacrifice adds +1 LOS to all infantry. Second sacrifice adds + 1 attack to all infantry. Third sacrifice adds +1 melee armor to Archer line. Effect lasts until the building is destroyed.
- Bierhalle: For Teutons. ~200 wood. Requires Barracks to build. Militia and Spearmen cost -5 food each, but must be placed within 5 tiles of at least 3 farms to work.
- Hooka Lounge: For Saracens. ~200 wood. Requires Monastery and University. Monks have +1 LOS and range, but walk %10 slower.
- Longhouse: For Vikings. ~200 wood. Requires Barracks and Castle to build. Longboats can garrison 10 units.
- Trade Workshop (from the scenario editor): For Italians. ~300 wood. Requires Market to build. Effectively a relic, minus the victory option. Can be converted like a torch or monument by having the most military units nearby. Effect stacks up to 5 times. Must share LOS with an owned market to work. When converted, it takes on the appropriate architecture.
- Varangian Guard Quarters: For Byzantines. ~250 wood, 100 Gold. Requires Castle and Dock to build. Militia line do +2 damage to cavalry.
- Inn: Possibly for a Swiss civ. This would be a team bonus allowing all allies to construct the Inn and train the origin civ’s unique unit as mercenaries.
These are ideas for unique units for later civilizations, or just scenario editor units that can be placed into campaigns, etc.
- Noble: A unit that essentially uses the function from the Sicilian campaign to increase its damage after ~such amount of fighting or kills.
- Standard Bearer: An expensive foot unit that increases the damage of units within 3 tiles.
- Physician: A civilian unit that is trained at the university and heals all units within a 4 tile radius (active ability; he would need to be standing still).
- Mounted archer (needs a better name): A cavalry archer with high speed and very low attack, but which can dismount to get high attack and low speed. The effect works like unpacking a trebuchet, and afterward he walks around next to his horse. (This one may be kind of dumb; I was just thinking that it would be a great harrassment unit, and when dismounted it would no longer take bonus cavalry damage.)
- Marauder (needs a name): Relatively slow infantry that can walk through trees.
- Holk: Replacement for a trade cog. Faster, tougher, a bit more expensive, recovers 5% more gold, and fires arrows of about galley strength, but only while traveling between docks.
- Landsknecht: An anti-spearman/skirmisher footman wielding a zweihander. Loses to Champion, but less expensive.*
- Swiss Pikeman: If we get a Swiss civ, this would be a unique upgrade instead of Halberdier (like the Poles and the Winged Hussar). *
- *While I was working on this, I saw basically the same ideas in a pitch for a Swiss civ by h0uskan. I like some of his ideas; you can read them here: Swiss DLC
- Buckler Swordsman: Fast walking swordsman with fast attack and no armor. This one would reflect the more common way to travel with a side weapon outside of armored soldiers. Probably best for a scenario editor unit or a hero, though I could see it also as a Basque Unique Unit, given that they would definitely be more focused on foot soldiers than cavalry.
- Pirate ship: A mix between a fire ship and a monk. It charges forward and converts enemy ships by keeping in very close range and ‘boarding.’
Let me know what your ideas are! This is a spitball topic, so go wild!