[Just for fun] Unique bonuses for hypothetical new civs

Which would be the benefit?

Interesting for economy techs or even university or monastery techs. For blacksmith techs sounds useles for open maps because delay the powerspikes which are vital in this kind af maps and too strong for closed maps because fast imp powerspike could be too strong, specially for archers. Of course it depends of the civ tech tree.

Beyond if musketeer belongs to Aoe2 time frame or not, sounds interesting an upgrade for HC, but idk if is enough interesting as for example Houfnice. Maybe if it add bonus against cavalry units could become the core unit for Imperial Age. This civ could lacks of pikeman upgrade like Turks and Gurjaras

I think Sarjeant should be like this. Make them cheaper, and upgradeable from Donjons.

Really interesting, I would make it very slow, expensive and unable to attack in mobile mode (like trebs), so is tanky but still you have to support it with minor ships. Once is anchored it should be really battle changer, like a main projectile with high attack (like koreans Unique ship) and secondary bullets (similar to hussite wagon, but stronger).
Beyond I think all ships should be garrisonable. With the lacks of this mechanic I think the idea of garrisoned units is too much.

Smaller boxes mean less jostling when the group moves, which is a lot smoother. The opponent’s ranged units would also be harder to hit the units, especially without the Thumb Ring.
Then, because the circumference of the circle is smaller, at the same time fewer melee enemies can attack the units, and more of the units can attack melee enemies. This phenomenon should be noticeable especially in a narrow space.

The few disadvantage is that they are more vulnerable to area damage in dense formations, but the advantages outweigh the disadvantages.

Perhaps precisely because garrisoning is not the function of all ships, being a ship that can garrison and fight may be distinctive.

It also means easier to clump up for Onager or splash induced slaughter in general.

Didn’t I already explain it?

Having a small hitbox is very beneficial in melee combat.
When you can have more Halberdiers around the Elephant or Onager at the same time, you can kill them faster, which I think makes the disadvantage of a bit more units getting damage acceptable. If you still remember to make them spread out, like using Staggered or Flank Formation, then the more damage from siege may be hardly a concern.

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It’s still a potential disadvantage especially in tiny choke points.

I like taliking about the game this way!

Self trade: About this civs “passive” abilities, I think self trade would be really interesting, specially when you consider the turks infamous need for gold in late games. I just don’t know this could be brought into the game with “reasonable” historical justification.

Gundpowder being avaiable in castle age is something I never got right. Turks have jannisaries in castle age, but don’t have handgunners. They get chemestry for free at Imp, which is great, but why not chemestry at castle, with some other change to compensate? Would they become to strong?

Archers in the barracks, I think it could on some other way, like Cavalry Archers being created at stables, mainly, perhaps, for the mongols, who seldom use foot archers. This would certainly make things for easier for turks, who get good CA and Light Cavs upgrade for free (I really think ppl would like some sort of buff to Turks/ I know I do).

*Herdables in mills I dont think it would make sense spend food to create food source (on game terms). But perhaps there would be a Civ that got better herds, i.e., letting a herd close to TC or Mill would let them increase food beyong its maximum by 50% over time, an then you could get more for out of them. Or even do that with hunt (except boars and alike), thus getting better food income in a further away timeline.

** Animals that dont rot** this should be basic stuff for the game, as in AOE4, but since it isnt, I think this could be a nice little touch to a civ.

If you`d like, please comment on this post I made, with also some crazy ideas. Bye!

Bohemians already get Chemistry in Castle Age - I don’t think Turks would (or should) get the same bonus.

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All food cost -5%.

Yet another “boring” bonus from me.

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As they are the true “roots” gunpowder civ, I think they should and give bohemians other things =p

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The reason why they remove the whole CA line from Bohemians is because CA with chemistry in Castle age are way too OP. If Turks have chemistry in Castle age then their CA line maybe have a bit adjustment.

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Fair enough. It’s a big part of Bohemians’ identity though, so the “other things” would need to be pretty unique.

Well, well… Another fan who wants to buff the Turks like crazy? :thinking:

The Portuguese. Basically, Feitoria is a similar practice.
On the other hand, since the Turks are powerful when they have gold, they should be weak without when they have no gold.

Not to mention the balance. Look at the Conquistadors, Turtle Ships, Organ Guns, that’s not a problem.
Don’t use this as an excuse to copy the Bohemian bonus.

AoE3 style? Foot units at Barracks and mounted units at Stables, or melee units at Barracks and ranged units at Archery Ranges.
This might be available for a new civ as it is designed from scratch. But for the existing civ, impossible, otherwise it would change so many things, the balance and meta would become a mess.

Not really. Especially in closed maps absolutely not needed.
It is only worth talk about buffs after being nerfed.

Like Livestock Pen in AoE3?

I’d rather introduce an Livestock-Pen-like unique building with a chance to train livestock and fatten them up, and have it replace Mill just like what Poles Folwark does. If this mechanic was applied directly to the common Mill, there would be serious balance issues, so it should be another building.

That is how AoE2 works. I don’t think this is a particularly worthwhile change to introduce.
If it’s going to be a civ bonus, then I think there has to be a limit. For example, animals must be killed within the range of the TC, or even only in the TC’s movable area, to not corrupt.

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Hmm perhaps this is another Vinfriss. I shall report it. Thank you for finding that plague again!

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Time for more “boring” bonuses from me -

  1. Archery Range units 10% cheaper. Combination of Byzantines, Mayans, Huns and Italians.
  2. University technologies cost -50% or maybe even -60% food or wood.
  3. University technologies cost no gold. There are only 3 that cost gold - Ballistic, Chemistry and Heated Shot.
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Why do not let all land military units (excluding siege and monk) 10% cheaper?

I’d like the Vietnamese change the the free wood cost bonus to -50% but to all techs rather than only eco techs.

Also make Market techs cost no gold. May decently be better.

Sounds too powerful to me. Maybe balanced by no eco balance?

Sounds like a full sling TG civ. Need to be balanced by not having good boom.

Seems like a nerf tbh. A big nerf in Feudal and early Castle.

I wish this is for Bengalis. I think you will love a university bonus for them.

Honestly, even if all techs cost -66% or even -100% wood, I might not mind. Anyway I think it needs tests. Perhaps exclude unit upgrades.

Honestly, I prefer castle age Parthian or shared armor techs for the Bengalis.


Some ideas:

  • Sarira: Start the game with a Sarira. It’s a special Relic that does not affect Relic Victory and the Lithuanian bonus, and generates gold at 50% of a common Relic rate (ie 1 gold per 4 seconds). If this is considered too strong in closed maps, it can be changed that the Sarira is spawned at the TC advancing the Imperial Age after hitting. The Sarira could share the appearance of Piece of the True Cross, or even just make Piece of the True Cross has this mechanic.

  • Credit: Market has a charging bar. When it is full, resources can be bought for free once.

  • Junks and Donkeys can be trained at Docks and Markets respectively. They may have their own place, or they may directly cover the position of Trade Cogs and Carts.

  • Fire Lance: Introduce a Grenadier-like or Cannoneer-like unit to East Asian civilizations (excluding Japanese) at Siege Workshop in Castle Age. Does not benefit from Drill.

  • Buildings under construction start with 100% HP (perhaps excluding walls and gates).

  • Free Double-Bit Axe and Horse Collar.

  • Update the own explored area when hitting Feudal/Castle/Imperial Age or/and UTs are researched, total 3/5 times.

A new 2x2 tiles unique building that slowly «drains» stone and gold from mines in an area of 6x6 tiles.
Doesn’t work as a gathering point. Just a pasive gold and stone generator.
Maybe could drain in a 1:1,15 proportion. It means that extracting minerals by this method make mines last longer.

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This is just a skin change or do they function differently?

The initial idea is letting them being different units as they are different units in the editor.
I remember both Junks and Donkeys are slow but carry more gold.