[Just for fun] Unique bonuses for hypothetical new civs

Celts bonus is pretty weak, it is kept as weak because Celts Siege is very strong. In my opinion, it should be increased to +20% (+9.1% in reality). Cumans bonus is also weak but they have Paladins. Policy of Devs is that keep bonuses of Paladin minimal. That’s why, old 10% Cumans bonus is nerfed and Lithuanians Paladin’s attack decreased by 2.

+2% speed isn’t scary. +3% woul be okay. Problem for archers that they have 2 strong stacked team bonuses, Britons and Saracens are enough for archers, 3rd would be a bit much.

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In general I don’t love this type of thing for a team bonus, especially for archer line, which is already the most fine-tuned unit line. There’s a reason there are lots of boring LOS TBs instead of more powerful stat improvements.

I think one possible compromise would be to have it be a late-acting bonus, e.g. archerline moves 5-10% faster in Imperial (or Arb moves 5-10% faster). Or have it be tied to an Imp unique tech that benefits the whole team. That way the bonus(or tech) can be made strong enough provide a respectable advantage without providing an overwhelming early boost (or being meaningless due to having to use much smaller numbers). Imp-only TBs already exist as unit unlocks, but having stat improvements that come late is an as-yet unrealized option. As are age staggered TBs (but I don’t like that for this bonus since the Feudal/Castle age numbers would have to be nominal).

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Militia-line can garrison inside Barracks; Barracks x2 garrison capacity

A generic barrack tech/UT/UU that similar to the Obuch which reduces armor with each hit, but now each hit makes them stronger; either increase attack with each hit or increase armor or both simultaneously or one and one
I first thought of it as a generic castle age barracks tech for the militia line (free for the Dravidians), but it could be a UT or UU
Similar to how the heroes got their stats boosted when attacking in the last campaigns

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Fletching, Bodkin Arrow, and Bracer don’t cost food.

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Being able to build trash towers, something in between outpost and tower.

Militia line is 50% cheaper on gold. Civ doesn’t have supplies.

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I know it’s not really a bonus, but what do you guys think of a unique wall for a new civ? It would be weaker than a stone wall, but far stronger than a palisade; and would cost wood, but could not be upgraded or affected by certain technologies; a kind of hybrid, perhaps… Idk

Sorry if it’s not elaborate, I had this idea just now when I thought it would be cool to add more unique builds like Donjon, Folwark etc

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Would it be better than Goths discount?

Only in term of gold.

An UT making the gold cost of infantry -50% for an Eagle civ may be nice.

It depends on the cost and the build time I think.
Such like cost 3 wood and 1 stone.

25g Eagles could be OP.

Perhaps no elite. :thinking:
Eagle civ with no elite eagle is also a fresh concept.

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So, like Fortified Palisade Walls? They should give one of the civs those walls.

  • Armed fishermen:
    Since the Feudal age, fishing ships have a slight attack capability for self-defense.

  • Horde Pirates:
    The Galley line cannot be upgraded, but costs -40%/-80% in the Castle/Imperial Age.

  • Theologian:
    Once a Relic is picked up by a Monk, it is equivalent to being placed in a Monastery, which allows it to generate resources and affect Relic Victory and the Lithuanian bonus, etc.

  • Sacred Site:
    The foundations of the Monastery will not be obstructed by the Relics, and can be built directly on top of the Relics. Then the Relics will be placed directly in the Monastery after the Monastery is completed.

  • Professional Scout:
    Even if line of sight is lost due to units leaving, units being killed, or buildings being destroyed, the area remains revealed for X seconds before entering the fog.

  • Irregular Army:
    Levy nomadic herdsmen as cavalry and settled peasants as infantry in wartime, which allows mounted and foot units to generate a few food when not in combat.

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  • Warrior monk: Villagers, infantry and cavalry have a 3% chance to convert units with each melee attack.

  • Burning glass: A new ranged attack mechanic with extremely high attack power, but it can only attack the nearest enemy in the straight line and the damage decreases with distance.

  • Levied gunner: Turns Hand Cannoneer’s gold cost into food cost, which may fit the civ that has no Arbalester and Ring Archer Armor.

  • Patrolling troops: Loom, Town Watch and Town Patrol can give TC +1, +2 and +3 attack respectively. (Totally +6.)

  • Star fort: The Bombard Tower (tech) can reduce the damage Castles receive from Trebuchets, Bombard Cannons, Bombard Towers and Cannon Galleons by 25%, and give Castles a mode that can fire cannonballs.

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Villagers +2 or 3 HP for each Town Center technology (age-up included)
So in Imperial, Villagers would have about 56 or 64 health.

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Well, in graphic terms, I imagined a very thick wall of earth similar to the Chinese walls

  • Burh:
    Like the papal units in AoE3, Stone buildings can protect nearby friendly buildings by absorbing some of the infected damage.

  • Wall Tower:
    The foundations of the Castle and Tower can be placed directly on player-owned Walls without obstruction. When the Castle or Tower is completed, those overlapping Walls will automatically disappear and have their cost returned or give the Castle or Tower extra health.

  • Bergfried:
    A Konnik-style mechanic for defending buildings.
    When a Castle is destroyed, a special tall 2x2 free-standing tower of the Castle would remain in the center of the 4x4, and the garrisoned units would automatically stay in the tower, so units would not be forced to leave due to the Castle’s low health. Compared to Castle, the tower has lower health, the same (or lower) attack and range, can also garrison 20 units, and can train UU at a slower rate, but does not provide population. To distinguish from Donjon, Donjon could be able to provide 5 or 10 population.

  • Kyūdō:
    From the Feudal Age, the attack of Villagers will be archery (like hunting) instead of melee combat.

  • Hunting Grounds:
    Reveals natural food sources within 30 tiles of TCs or the first TC. The Scout can go earlier to find mines and enemies.

  • Credit:
    After every 4 buys or sales of resources at Market, you can get an extra 20% resource or gold on the 5th buy or sale.

  • Livestock Market:
    Livestock can be garrisoned at Markets. From the Feudal Age, Cow-like livestock can be bought at Markets at a fixed price of 150 gold each, and the bought livestock will automatically be garrisoned at the Market.
    Livestock garrisoned at Markets can be sold for gold. Different from the floating of the selling price of general resources, the initial selling price of each livestock is 1 gold, and the price of each one will increase by 0.2 per second (0.13 if it is a sheep) as long as it is being garrisoned at Markets. The Markets will show the highest selling price among the holding garrisoned livestock at the moment.

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Seems OP due to tower rush.