[Just for fun] Unique bonuses for hypothetical new civs

Maybe that extra Militia could be allowed to use 0 pop?

It would be more balanced if it doesn’t against cavalry but only against Scout Cavalry line?
Initially I assumed it is a UT, and the purpose is to force the opponent to use swordsmen in trash battles. But I found there is no an armor class specifically for Scout Cavalry line so I stated the cavalry.

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Yes, I think the game would benefit a lot from a new light armor class for trash units, eagles, ghulam, etc
Anyway, a unique skirm bonus thst soft.counter cavalry would give that civ a very unique design

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Pardon — why the reply? Was it a misclick?

martinurello was just faster to make his post than me - i usually always just reply to the last post, habit

  • In the Castle/Imperial Age, +0.1/+0.2 speed for Scout Cavalry, but loss Hussars or even Light Cavalry.
    The Scout Cavalry (1.55) can eventually reach 1.905.

  • Archers +1 attack per techs that affect Archers (excluding Blacksmith techs), but loss Crossbowmen.
    Assuming all techs are available and UTs are not included, it can be up to +6, although 2 of them are expensive.

  • Knights +1 attack against cavalry and +8 attack against camel units.
    This is the effect I have given the Armenians as an UT in a thread about the Armenian concept.

  • Scorpion fires more accurately at moving targets.
    This is another UT effect in that Armenian thread, working similar to Arquebus.
    It might be not so accurate if it is a free civ bonus.

  • All units (except siege weapons and ships) +3 melee armor as an UT (or +1 as a civ bonus).

  • Mounted units can be garrisoned in siege weapons, TCs and towers.

  • Ages cost -200 gold.

  • Free Sappers from the Castle Age.

  • Free Heresy, but units resist -25%.

  • Heal 6× faster when garrisoned in buildings.

  • Berries last 100% longer, and trees last 50% longer.

  • Market techs cost -50%, and the transaction fee for buying (or selling) is free.


Recent ideas that personally really like. Although the Livestock Market and Smelting Blacksmith have somehow complex mechanics.

Maybe also reveal wolves?

Imperial Age UT - Militia line takes half pop space. Civ lacks THS. And maybe last armor as well.

Thanks to @bigbossbro08 for the idea.

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I would take away Two Handed Swordsman like Persians even. Two Handed Swordsman is still far stronger than Long Swords. If possible, taking away armors even.

Yeah I think I made it too op. The civ need a good long lasting food eco to actually make it a viable option though.

This is the effect of the “Logistics” tech in Age1, which made some sense with a lower pop limit. I think some form of this could be implemented for Age2, but the effect size should be toned down rather than the unit. As it is, the cost and utility losses of going for such a gimped unit will outweigh the theoretical pop efficiency benefits. Something like 10-20% less pop space would be easier to balance without crippling the unit, and could probably given for free to a civ that gets at least FU 2H and possibly champ. TBH “pop efficiency” is kind of overrated if it’s not paired with another strong attribute or two.

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its already a mistake to go Long Swords on post Imp. Barely kills a Halbs. Also creation time and economy can be taken into count too.

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Barracks unit regenerate 10/15/20 HP/min in Feudal/Castle/Imperial Age.
Farmers generate 15% wood.
Monks +1 range.

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Bandit Camp, an unique building, costs 150 wood and 150 gold, uses 10 pop, and provide +10 train limit to Bandit.
Bandits, using 0 pop and initially having a train limit of 0, would be continuously trained at Bandit Camps automatically and for free, as long as the Camps are existed. If the limit is reached, the training would be suspended until the number of Bandit drops and there is a new quota.

Then this civ might not have Atonement.

Sure. Otherwise they will be winning every single wololo battle except against Teutons.

TCs spawn 1 spearman and 1 skirmisher on age up.

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Abbassid in AoE4 are getting something like this next patch. If they age up with military wing they instantly get two spearmen and an archer.

I wonder how good it would be here.

Didn’t know that. My inspiration was Bengalis bonus from AoE2.

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Like this, but think it should get stronger with the Ages. +1 of each in Feudal and +2 in Castle/Imp or maybe even +1/2/3 in F/C/I. On a semi-related note, I think destroyed buildings spawning units is a cool bonus as well (obviously present in AoM already).

One bonus type I’ve suggested in civ design threads but rarely see elsewhere is making technologies more effective. This could be a moderate percentage for a large number of techs (e.g. Defensive/Building or Monastery Techs 33% more effective), or a high number for a few techs (e.g. Chemistry and Guilds 100% more effective - the latter would give slightly better lategame market exchange than the Saracen bonus).

Other random ideas:
-Monks generate gold when converting
-Economic techs improve relevant resource longevity by 3-5%, or carry by +1.
-Unburdened eco units move 15% faster. Maybe only trade/fishing units to not overlap with Berbers/Bohemians or UT lock to avoid a stronger version of the Berber villager rush.
-Arrowslits tech affects Castles and TCs.

Yeah, makes sense.

Some civ bonus ideas -

  1. Spearman and Skirmishers +20% HP.
  2. Siege Workshop units +20% HP.
  3. Siege Workshop units +20% speed.
  4. Siege Workshop units costs 25% less wood.
  5. Siege Workshop unit regenerate 10, 15 HP/min in Castle/Imperial Age.
  6. Gets 25 food for building an eco building (Including Market and Dock).
  7. Scorpion +3 attack vs cavalry.
  8. Siege Workshop and Scorpion available in Feudal Age, Heavy Scorpion Available in Castle Age.
  9. Unit upgrades cost 40% less food.

Some team bonus ideas -

  1. Militia line +2 LOS.
  2. Mangonel and scorpion +2 LOS.
  3. Scorpion -1 minimum range.
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aegis and ninjalui activated at start of the game

Bloodlines, Arson, Thumb Ring, Parthian Tactics and most importantly Ballistic, Chemistry can be researched from Blacksmith.