Inspired by English from AoE4. Maybe it’s not accurate enough for units that aren’t animals, or cannot enable it until having an Archery Range or hitting the Castle Age.
Broadhead Arrow:
The broadhead tip can cause massive bleeding in the victim, which allows it to deal damage not only reducing health, but also reducing the maximum health.
Castra:
Known as one of the antecedents of castles in Europe.
Castles can be built in the Feudal Age, but can not train and research anything, and the health, attack, and population provided -50%, and the construction time may also be +50%.
Scholar-official:
Villager costs -1 food for every two or three technologies researched, up to -25.
Similar to this idea, make the Heavy Crossbowman in the Scenario Editor have a new skin and new stats stronger/weaker than Arbalester, and make the Crossbowman can be upgraded to Heavy Crossbowman instead of Arbalester at a higher/lower price.
Bloodlines is difficult to research until the Castle Age, so realistically, it doesn’t affect the Feudal Age.
I guess, your original intention should be equivalent to cavalry +5 HP when hitting a new age, right? And it could be more simple and understandable this way.
I think it’s fine. The techs would still be researched sooner or later, no matter this bonus or not.
Not to mention, It is basically same as the Frank bonus, and it is the weaker one if it is limited by the amount of researched techs.
Granary:
Unique Mill type building. It has the same functionality as the Mill, but has as low health and build time as a Palisade, costs only 15 wood, and is 1x1 in size. Build it aggressively to aid your food gathering.
Yurt:
Inspired by Teepee from AoE3. A 2x2 building that gives 2% bonus health to the player’s own units within a radius, stacking up to a maximum of 12%.
Not sure if an aura effect like this is acceptable to the community, but since the buildings don’t move, the area of aura is fixed, which should help with acceptance, like Caravanserai.
When we remove Stone Walls for the Huns, it can be unique to the Huns as the equivalent of Houses, like in AoE3 the Teepee is unique to the Lakota (a civ similar to the Huns). Once it is owned by other civs, it only serves as a House providing 5 population and no special effects.
Fencing School:
Archers (and maybe Skirmishers) get +1 melee armor when hitting a new age because they have received self-defensive melee combat training.
Smelting:
Villagers can’t build Mining Camps, but they can build Blacksmiths in the Dark Age, and they can drop mines and research Mining techs at Blacksmiths. Also, make Blacksmiths have range. Mines within range will be automatically and slowly absorbed by the Blacksmith.
Another version. Make Stable spawn a SC with auto-scout ability when built.
Siege units can garrison in Castle and regenerate.
Garrison Archers fire 2x arrows.
Each Relic generates gold 10% faster (max 40%).
Monks are 25%/30% cheaper in Castle/Imperial.
Fortified Wall upgrade is free.
Siege Engineering free (Requires University).
TC techs are 50% cheaper.
Start with +100 wood.
Start with +2 villager but with -150 food, -25 wood.
Military buildings (Barracks, Archery Range, Stable and Siege Workshop) are 20% cheaper.
Repairman works 50% faster, units repair cost -50%.
Masonry and Architecture free.
Trebuchets are 10% cheaper.
Spearman, Skirmishers trains 25% faster.
All food income (except farmers and fishing ships) 10% faster.
Thumb Ring, Ballistics, Chemistry 66% cheaper.
Get 2 free villagers after building a TC from Castle Age.
Barracks techs cost no gold.
Imperial Age UT - Turns the wood cost of spearman and skirmisher into additional food cost (1000 food, 750 gold, 60 seconds) [Both cost 60 food]
Mortar:
The Bombard Cannon and the Trebuchet have reduced minimum range to attack closer targets.
Vanguard:
Start the game with two Scout Cavalry, but The Scout Cavalry only have 1 attack in the Dark Age.
Shaman:
The lower the health, the better the Monk’s speed, regain faith rate, and conversion success rate.
Medicine Man:
The Monk benefit from infantry armor techs. It would be nice if the Incas got this bonus, but might lose Sanctity in exchange.
Villein:
The Farm automatically and slowly give the contained food directly to the player, regardless of whether there is a Villager gathering food on it. The initial rate is 0/s, each Mill tech will make it +0.02/s. Maybe allow the 2x2 Black Soil Farm I mentioned for the potential Vlach civ before to have this effect instead of the extremely low cost but no Mill tech.
Whisper:
Click on the building of other players in your sight to see the work progress and garrison of the building. So you can know whether the TC is advancing the age, which technology the Blacksmith is researching, which unit is training now and will be training next at the Barrack, and how many Archers or Skirmishers are garrisoned in the Archery Range, etc.
The number of extra arrows is based on the total DPS of the garrison.
2 times the number of extra arrows means 2 times the DPS.
This will make the late game tower rush and feudal tower deul very fatal.
Like this a lot. Basically what an actually Castle keep would be like (but obviously the English and French words for that are already taken in game, so a German variant is good).
IMO unique buildings should have something going for them beyond being extremely cheap and small. Appreciate the effort to make something of the Editor object though.
Don’t think you need to name all of your bonuses. At least in this case, I don’t think the idea of a “fencing [swordfighting] school” is particularly suited to ranged units getting more armor. The bonus itself is fine, of course.
Like this, but it seems quite strong. Even 15% would be a more expansive version of the Inca bonus. Basically I don’t think that a civ that gets Castles almost as cheap as Franks should also get cheaper towers than Incas on top of a Rax/Stable/Range/SW discount. Maybe it could work if they get no eco bonus or you exclude castles/towers.
Why bother excluding them if it’s such a low amount? 5% faster hunt/berries/sheep is a very lackluster eco bonus. People have even suggested all villagers working faster (3-5%, possibly staggered by Age), which could easily be balanced.
This isn’t even a net positive - food gathers more slowly than wood in Imp, and this will compete with the complimentary, food-heavy light cav/hussars. Even if you switch food cost to wood, this is very weak for an Imp UT, and is a high gold cost tech that doesn’t yield any gold savings like Forced Levy does. TBH this should be a Castle-Age UT at best (as food-to-wood), and could probably just be a civ bonus on a weaker-than-Lithuanians civ.
I like this. Again, don’t think the title is needed, but good bonus.
The more active the construction of Granary, the more effectively the distance the farmers can move will be reduced. This is a quite unique farming bonus that the Mill can’t reach.
I name the individual bonuses to show where my inspiration comes from. In AoE3, the archer unit will try to defend itself by attacking the opponent with a sword when it is attacked by melee. However, obviously the AoE2 archer should not have the melee mode, so it is presented through a higher melee armor.
Then it is the Malian one when it does not affect stone buildings.
This just makes Malian bonus no longer beneficial to other buildings, but only a 5% boost.
This is a bonus extended from the Inca bonus, so I also stated it is assumed belong to the Incas.
The traditional healer and spiritual leader of the Native American community (at least in North America) is called Medicine Man.
Shield Wall:
When a melee unit is stationed in a building, it can provide the building with extra health. This way, Not only garrisoning ranged units can provide the building advantage.
Immigrants:
The initial population cap is higher than 0. It can be a fixed number like 25, 50, 75, 100, etc., or X% of the maximum cap. This could be a team effect of an UT to avoid from being too similar to the Hun bonus.
Overlook:
Buildings and units at heights gain additional LoS.
University Town:
Let the University provide 20 population and allow 30 Villagers to be garrisoned.
Another version. Allow Fishing Ship to build “Artificial Island” on the water. The Artificial Island basically has the same functionality as as the Dock, but since it doesn’t have to be restricted to the shore, it has a more expensive cost, takes longer to build, has lower health and may work slower, and even take population.
Maybe I should clarify it means only rax, range, stable and monastery. Slavs TB is described exactly like this. So I thought everyone would understand.
I didn’t realized it. Made it 10%.
You will more likely to float 10k food than wood in the late game.
I just find it distracting and unnecessary; a good bonus doesn’t need any introduction, except in rare cases where you may need to explain a non-intuitive mechanic or give credit for a particularly creative idea. And where the name is a partial mismatch or doesn’t fit as well as the original inspiration (like here), I find that it distracts from the idea.
Would be fine then. Everything on the 2nd page of a villager’s UI could even be considered a military building, although most people would exclude walls (i.e. anything that attacks or produces military units can be understood to be a military building). Some bonuses are not phrased ideally or consistently in game though, so always best to clarify.
Where present, that’s just due to (suboptimal) eco management. The faster gather rate of wood is why it’s more optimal to trade wood for gold, and that and the abundance of wood is why Crop Rotation is often neglected in lategame (unless you’re Poles or you’re worried about running out of wood). On maps with very low wood this could be seen as a very minor, very situational advantage, but it’s definitely not worth paying for (esp with gold). Replacing the food cost with wood is just a far more useful manifestation of this idea, and may make for a decent (cheap) CA UT, but preferably it would just be a civ bonus.
This is an interesting one. I don’t think it would be the best bonus as it forces Loom at the start, which is similar to Mayans, but they at least have an extra Villager to speed things up.
A way I would go about this is:
Each new Barracks spawns one Militia
There might have to be a limit if it’s too much, like maybe ten or something.
This is disruptive. Maybe for a new civ without pike upgrade like turks or gurjaras.
They could lack of good light cav being their super skirms the only viable trash unit
Knights have +2 / +1 P Armor. Knight line all Up to Paladin.
Miss Bloodlines as compensation
(Reportedly the best Plate Armor for Knights was Milanese)
For Venezia: (Archer Civ)
Can build Canals which are unpassable + indistructable but dry out over a set amount of time.
Skirms have +1 Range
(Venice was often besieged and very hard to conquer)
For Firenze: (Siege + Infantry Civ)
SIege units do extra bonus damage vs Buildings (+25 %).
All Infantry units deal extra Bonus against Cavalry (+4 vs Cav, +3 vs Camel, +4 vs Eles)
(Refering to the famous Leonardo da Vinci. Who is maybe a bit late for aoe2 timeframe, but I still like the idea.)
For Papal States (Monk Civ)
Ge Sanctity, Atonement and Block Printing for free.
Knights aren’t trained but spawn with a delay (you baiscally need only 1 stable as there is no “queue”) (Reference to the emperor protectors of the popes)