[Just for fun] Unique bonuses for hypothetical new civs

Nah, +50 gold and an extra vill is totally fine as long as its not a civ with a super crazy eco bonus or who already has another bonus for their dark age rush.

Monk can heal siege
Monk can heal ships
Monk can heal buildings

One or all would be good for Burmese since they need help and they are a monk civ.

2 Likes

Those would all be incredibly niche and would not provide much help.

I think it would be pretty strong for top players at least that’s what some of the 2k+ players said. Interested to see how it would play out.

For free or still cost the resource? Free will be OP and maybe broken. Also what is the point of monk healing ships? Doesn’t Fishing Ship makes more sense?

Must not be all. And for monk healing siege will be broken in arena where Burmese is already pretty strong.

Villager creation related ideas:

  • [[Castles / Temples / Guard Towers (or Keeps, or just all towers from the Castle age onwards, or perhaps even Donjons) / some other Castle Age building]] can create villagers
  • UT: Villagers create twice as fast

Could half-pop vills work if the max pop cap is reduced from 200 to 150?
It could make for a decent early-game eco bonus with interesting late-game eco balance implications.

One issue with that proposal is that I can’t see a good way to generalise [MaxPop = 150] to uncommon game modes such as Death Match and 25 pop games.

Thanks @Mubashir158 and @TougherTrack508 for your answers, although I’ve been confused about whether certain ideas are OP or not. I suppose it depends on the civ.

This is because I didn’t know it was possible to implement. I didn’t get to test any of these ideas with the exception of the deleted house which proved infeasible.

As for slavery ideas I forgot to put the “or”, they are basically alternatives to cause the same effect: exchanging villagers for gold.

Thanks again guys, I will try to come up with better original ideas

Archery range units get +1 pierce armor for every relic up to +4. Similar to Lithuanian bonus.

Potential bonus for Burmese since they are a monk civ and die too easily to archers. They don’t get HC, thumb ring, and arbalesters so I don’t see it being OP. If CA are too strong then remove Parthian tactics or heavy CA.

2 Likes

That bonus would be OP for any civ with crossbow and bodkin arrow

  • Imperial UT: Archers units +3 attack

Would that be broken for a civ without bracer and thumbring?

Thats fine. Rather just give FU arbs +1 attack tho

1 Like

Everything related to TC is 5% cheaper.
TC construction, Villager, TC techs and Age advancing all are 5% cheaper.
I think it will be a decent eco bonus. Neither OP nor too weak.

1 Like

Indians already have cheaper villagers.Italians cheaper age up’s.

I know. And Britons, Bulgarians have cheaper TC. This combines all with a lower percentage.

A unique building (UB) where you can research Loom, Hand Cart, Town Watch, etc.

This could save as much TC time as the Goth, Viking and Byzantine bonuses combined, but costs a lot more resources to utilize, and doesn’t grant the relevant techs at the start of each age.
Ideally using the UB to research Loom should be possible, but not a no-brainer. (eg because it costs food to build, or more than 50 gold, or because it’s only available from Feudal onwards)

It could grant pop space, garrison space, be a gather point and/or fire arrows.

3 Likes
  1. Stable and Scout Cavalry are available in Dark age. No Dark age eco bonus to prevent this being OP.
  2. Similarly, Range and Archer are available in Dark age with no early eco bonus.

No to both. Archers especially would be absurd

This one will be a bit hard to balance. Britons and Mayans will probably still bring archer earlier but still dark age archer sounds horrifying, ngl. We can increase the time of range and archer if necessary.

As for scout, I’m 100% confident this can be balanced. Mongols, Lithuanians and even Indians and Huns will bring scout earlier than them.

Maybe if the Dark Age archers are trained like mega slowly it might be fine, since without Fletching they hardly damage the vills (with Loom) and are mostly just for harassment / killing Militia, but they’re still literally uncounterable and can deny all the valuable res.

Seems like a nightmare bonus to make it balanced and not useless but also not OP.

1 Like

Just annoying to deal with.

Edit : I think I have to take Dark age archer back. A big difference between archer vs scout (or cav in general) is that cav’s counter unit is produced from a building that is available in Dark age. For archers it is not. Also archer and its counter both are trained from same building.