[Just for fun] Unique bonuses for hypothetical new civs

An alternate take on that is maybe a unit that moves like a hunting wolf does; slow if it’s ordered to walk somewhere, but charges forward if ordered to attack a unit/building in LOS or when automatically targeting one. That could work better with micro.

How would this differ from the current charge mechanic?

The mechanism I proposed is pretty much the opposite of a charge mechanic.

The point is that it’d be a really strong unit when you don’t micro it, and a fairly weak unit if you do micromanage it.
Now you can’t use such a unit in all situations, but I think that can be ok. Plenty of UUs aren’t good until Imp.

Additionally, I think that if you’re clever about it you don’t need to order units about very often. There’s orders like the follow and guard command which current units don’t have a good reason to use, but which might be fun if there’s one unit that has a good reason to use them.
And with things like changing formation or repeatedly ordering units where to attack, those are tactics that positively impact the value of most units in the game, so it’d feel pretty weird to have to restrain yourself from doing them, but it needn’t feel bad.

I do think the unit I described would need to have a large search radius. If it doesn’t automatically attack units within Eagle LOS (whatever distance that is) it’d probably be obnoxious.

This is flawed logic,why should a unit be strong when its done without the player doing anything?

1 Like

What are you bets for the incoming new civs of the new DLC?

:no_mouth: :no_mouth: :expressionless:
What logic even??

Some units are stronger if you micro them a lot, other units are stronger if you micro them less. Without micro, sending rams into your opponent’s base will do more damage then sending mangonels. With micro, (and paying attention to provide monk support etc,) mang-onels will do more damage.
With intense micro, kipchaks are stronger than CA. With less micro CA are the stronger choice.

This diversity is good. It keeps the game interesting. The unit I proposed would not require less micro than Hussar, and so would fit solidly into the spectrum of current AOE2 units.

That alone is enough justification.


There is a deeper layer, of why I think it’d be better to introduce a low-micro UU into AOE2 than to introduce more high-micro UUs.
It’s because AOE2 is more fun than starcraft.
Having units that require less micro leaves more room for strategy.

Less micro units are perfectly fine but why would you want to force a player with mico skills not to use them by giving a gimmick?might as well just keep that unit as a normal unit.

  1. Mining gold gives a small trickle of stone

  2. Able to keep making villagers at TC when researching techs or advancing to next age.

  3. Enemy TCs, castles, towers and krepost foundations are shown on mini map + fog of war

Yes, why not

I think is too broken… potencially you could reach Feudal Age with +5 vils and Castle age with +6… Total +11 vils.

I don’t like it. Too busted.

This is way to busted

Maybe only able to make villagers while researching techs then

1 Like
  1. Farmers under TC range work 15% faster.
  2. Lumberjacks generate 5% food. Is the value too high? I’m not sure. If you collect 2000 wood in Dark and Feudal Age, you get only 200 free food.

water and hybrid maps could be problems.

1 Like

Yeah. Probably even greater than Feitoria. I guess 5% then.

Depends on what else the civ has going for it, but overall, I don’t think so. 10% food from wood is nice, but probably isn’t the strongest early eco bonus, and in terms of long-term resource longevity, is dwarfed by stuff like the Malay fish trap bonus or unit discounts. This should be the only eco bonus of the civ though. 5% just feels watered down to the point where it can’t meaningfully improve your position in the short term, and might just be the weakest of the long-term resource bonuses.

How so? Especially on water maps, and some hybrid maps, having extra food in lategame is much less helpful than extra (and especially infinite) gold and wood. Feitorias are particularly OP in lategame Islands maps for their wood generation.

Anyway, a couple of my ideas:

  • Cavalry techs affect trade carts (Husbandry, Bloodlines, Armor)
  • Town Centers track moving units.
  • Range units affected by Barracks techs (Squires, Arson…Supplies?)
  • Enemy can’t see your buildings in fog of war.
1 Like

Spearman, Skirmisher and Camel upgrade cost 50% cheaper. (Byzantines parallel)

1 Like

Celts chop 20% 15% faster.

I think 20% 15% food generation could be ok. They’d have to miss the last wood upgrade like Celts.
Also 20% 15% food is probably a little stronger than 20% 15% extra wood, so either rest of the civ would have to be (slightly) weaker than Celts in terms of its military bonuses and tech tree, or it could be tuned down to 20% 10%.

Any lower and they’d have to have an additional dark age eco bonus, and seeing as we’re running out of good bonuses that doesn’t seem like a good idea.

(Sure it’d give and advantage on water and hybrid maps. The Celts bonus does too. As for then being stronger than Celts when wood runs out, that can be balanced in sooo many different ways. Forbid them from having the last farming upgrade if you’re really worried (which you shouldn’t be))

Feitoria doesn’t come before Imperial, at least 30 minute into the game. This bonus will start at 2 minute of the game. Also no population penalty unlike Feitoria. I think 10% can still be balanced though. Give them bad dock tech tree.

Ballistic for TC?

Sounds really cool.

Pretty odd bonus. I have seen this happened sometimes in campaigns. And sometimes for TC in all types of game.

*15%.

20% will be insane. Even 15% will be OP. Wood to food conversion needs a huge time. Here you’re getting free food, not even conversion. 20% will be Saracens market on “s t e r i o d” tbh.

2 Likes

-Light Cav Line Regen 10 HP per minute from Feudal Age onwards
-Light Cav bonus attack vs CA

-Blacksmith Cavalry / Infantry / Archer armor upgrades affects all armor classes. This mean, for example, Scale Barding Armor gives a knight +1 MA / +1 PA / +1 Cavalry, or Padded Archer Armor gives ## ## ## # ## PA / +1 Cavalry / +1 Cavalry Archer / +1 Archer.
In conclusion, each armor upgrade make it more resistante to unit counters

Farms can be gathered by 2 farmers at the same time

1 Like