I think that relic can generate gold like normal relic but will not count as relic win
Like this?
20 characters
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.
Some bonuses that I mentioned different thread but not here -
Team Bonus
- Dock is built 50% faster
- Age advance gives +5 pop space
- Scorpion +1 attack vs siege
- Elephant units +2 LOS
- Camel units +2 LOS
Civilization Bonus
- Militia line +10% speed (starting from Feudal Age). The civ will have squires too.
- All unit upgrades are 30% cheaper.
- All unit upgrades are 50% faster.
- Researching TC techs give +5 pop space.
- Gets 10% food from an animal if it is killed in the range of TC. (Similar to Poles Folwark. Theoretically 11% faster food gather rate for shepherd and hunter.)
- Only deer hunters/only Boar hunters work 60% faster. (Too similar to Mongols. I know).
- Starting 3 villagers work 50% faster. These 3 villagers should have a different skin. Always get 3 at maximum regardless of game settings.(Theoretically 1.5 villagers lead like Chinese).
Yes exactly for 20 char
- Villager have +20/+30/+40/+50 hp in Dark/Feudal/Castle/Imperial Age but civ doesn’t have loom.
- Archers gain +25% attack/defense near trees (Guerrilla Warfare. This could be Vietnamese bonus).
- Blackmisth melee attack upgrades is fully open from Feudal Age and 60% cheaper (for a forger civ in history).
- UU: Horse Artillery = 1.2 speed, 100 hp, 10 range, 30 attack, +10 vs siege, +60 vs buildings, 5.0 RoF, blast radius: 0.4. 0/2 armor, 120f 180g. Armor Class: Siege, Cavalry. Effected by both siege and cavalry upgrades.
- Imperial UT: Bastion Fort = Walls and Castles are 40% resistant to attacks from siege.
UU: Horse Artillery = 1.2 speed, 100 hp, 10 range, 30 attack, +10 vs siege, +60 vs buildings, 5.0 RoF, blast radius: 0.4. 0/2 armor, 120f 180g. Armor Class: Siege, Cavalry. Effected by both siege and cavalry upgrades.
Seems to be the original design of Koreans UU which eventually splited into current War Wagon and Shinkichon upgrade which Mangonel-line +1 range
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Archery range from dark age but only skirmishers available and still need a barracks before you can build it.
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Sheep and herdables have x2 or x3 line of sight
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Monks who have the same attack stats as villagers and can build monasteries. Can also build palisades, palisade gates, outposts and houses.
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Starting scout can carry 1x villager. Only applies to the starting scout. Villager dies if scout is killed.
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A castle technology which allows villagers to walk through woodlines. An alternative to onagers cutting through without the danger of military units, but useful for sneaking undetected if enemy not paying attention.
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Blacksmith available from dark age without attack upgrades. Only infantry armour and starting scout armour available until feudal age.
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Spanish Missionary donkey monks can dismount to pick up relics after researching an extra added monastery technology just for that civ.
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Gaia wild animals like wolves do not ignore your starting scout, they chase it.
Gaia wild animals like wolves do not ignore your starting scout, they chase it.
So this is a debuff instead of a bonus?
So this is a debuff instead of a bonus?
Not really, it’s more of a bonus if you think about it ![]()
Especially on maps like Gold Rush
All Eco Buildings get +2 Line of Sight.
Sound as a ok team bonus
Austria
Hand Cannoneers have +15% accuracy against units.
Wonder and Relic victories take -100 years. Team Unique unit are created 40% faster.
The St. Stephen’s Cathedral replaces the Wonder
St. Stephen’s Cathedral - Heals of Gunpowder units and
buildings in a 25 tile radius. 當建成後若被摧毀,玩家立即輸掉遊戲(抱歉 不會翻譯這句)
Wonder and Relic victories take -100 years
Old hun bonus in reverse.
與後面Team Unique unit are created 40% faster的效果是一起的
搭配獨特建築St. Stephen’s Cathedral
文明定位是奇觀勝利跟大後期
If you want to make a specific civ I recommend you start a new thread.
Team bonus: Mills, Lumber Camps & Mining Camps work 100% faster
I figure this could be the hypothetical civ’s only eco bonus, since while it doesn’t affect the cost of the ten techs, you can still get all of them MUCH quicker than other civs.
Team bonus: Mills, Lumber Camps & Mining Camps work 100% faster
A better version will be all eco techs 100% faster as a civ bonus.
A unique tech similar to Malay Castle UT (why does that get censored) that gives your Mining Camps, Lumber Camps, and Mills a short, weak ranged attack. If it needs to be a new building (like Harbors are), then maybe a civ bonus is that a new special building can work as drop-off point for some/all resources, and the UT gives it the short ranged attack.
A UU that increases in speed as it’s following an order.
More specifically, it’d be an infantry UU that is pretty slow right after you order it to do anything (like Teutonic Knight speed) and then speeds up over the course of 30 in-game seconds or so till it reaches the speed of the fastest infantry unit in the game. (whatever that is)
Every time you give it an order, the speed resets to the slow speed.
(This was originally proposed by @LinkXLank for Samurai, but I think it’d be much better for a new civ. Maybe an African or American civ that has a history of using runners.)
Problem with that would be that you generally task units to do something several times, whether formation or stance changes, movement (many repeatedly right click to somewhere, esp with sometimes questionable pathing that’s the most reliable way of having units move exactly where you want to), and so on.
I guess that could work for an infantry UU, but it’d be pretty obnoxious, especially if the stats of the unit aren’t really comparable to Teutonic Knight’s - where the slow speed at least makes sense.