After hitting a new age, the techs of the old ages -50% research time. This does not accumulate, eg the Loom takes 12.5 seconds in both Feudal and Imperial Age.
The resource generation rate of Relic +20% per researched Monastery tech.
Villager Wagon: Inspired by Settler Wagon of AoE3. The second villager unit at TC, costs 50 food, 50 wood and 2 population, with twice the gathering, construction and repair efficiency of Villagers. This civilization could start the game with 1 Villager and 1 Villager Wagon.
This may have the equivalent version for Fishermen, Shepherds and Foragers.
Like a Serjeant who builds Farms instead of Donjons.
I quite like the idea, but obviously it should be infantry.
Similar bonus are already exist. I think the crossbow tech can be like Turks free Light Cavalry upgrade or Bulgarians free Militia upgrade. But maybe no Arbalester upgrade for that civ but have a UT that can compensate the unit stat like Bulgarians UT Bagains.
I think it needs -100 or even -150 starting food for compensation
Assuming you are referring to the comments above, if the first 2 villagers are free and you have the standard 200 food then that’s the same as having 100 more food because you’re not spending the food other civs spend for their first 2 villagers. You can still use the extra food for a drush. If the first 2 villagers are free but you start with 100 food to compensate as the comment above me suggests (50 food?), then your bonus literally does nothing.
Houses placed next to a farm generate a very little trickle of food.
-A House generate same food don’t care how many farms would be next to it. Only one farm triggers the bonus.
-Houses that generate food are only those that support pop space. This mean, that once you reach pop limit any house builded will not generate food.
-Any «superior» building that gives pop space (TC or Castle) reduces the trickle
one drop off camp that function as mill, lumbercamp and mining camp. farming around your wood line/gold/stone camp, safing wood if ressources are next to each other, only needing this building to go to feudal age, research eco upgrades in one building (as extra bonus maybe wheelbarrow to save TC production time)? its all possible with the brand new MULTIFUNCTIONAL DROP OFF BUILDING