[Just for fun] Unique bonuses for hypothetical new civs

Upon age advance get 20% of stocked resources.

For example if reached feudal with 200W, 150F, 150G, 200S will get 40W, 30F, 30G, 40S

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Natural Ressources (Trees, Berries, Hunt, Fish, Herdables) aren’t depleted (still decay).
Fish and Hunt is collected 20 % slower.

Slower but infinite food? That’s a terrible bonus for the game.

You mean it’s kinda weak? dk, I think it’s somewhat balanced.
Btw hunt and herdables still expire through decay so on land maps only the berries give infinite food, which are kinda slow and limited.

But I though there would be more interest in wood not expiring, meaning there are no overchops and ofc a huge advantage in super lategames.

IDK. Maybe. I just think all infinite bonuses are terrible.

I haven’t the foggiest idea how this could be implemented w/o being situationally useless or 1000% OP, but it’d be neat if a civ could research techs that aren’t in your tech tree but are in the tech trees of your team members, or the players you defeat.

I pity the soul who tries to balance that bonus.

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Make the techs exorbitantly expensive.

In my modern Age of Empires game concept, one of two functionalities of the Embassy allows you to train your teammates’ primary unique units, but at a significant premium (probably triple the cost). Doing something like that will make it too impractical to be broken, but still available for players who want it.

I’d thought of making the prices exorbitant, but I don’t know if that’d be enough.

Malay with champions. Goths w supplies and gambesons. Franks with bloodlines. Romans now with the last infantry armor tech.

Also would UTs be research able as well? Mangudai with recurve bow, sipahi, and the last archer armors sound ridiculous.

Additionally I feel like team games couldn’t have random civs anymore. Could get screwed if your opponents have good tech synergy and your team doesn’t.

How about this for a tech? A civ that ONLY gets archers, no xbows or arbs, but gets an imperial tech that reduces their pop space by 50%. Archer Karambits, basically!

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  • TCs spawns 1 Scout Cavalry on age up.
  • Stable and Scout Cavalry are available in Dark Age.
  • Light Cavalry is available in Feudal Age.
  • Siege Units +25% bonus attack vs building. (No SE)
  • Skirmishers deal +33% bonus damage.
  • Militia line food cost -40% started from Feudal Age (No Supplies, Champion).
  • Militia line gold cost -50% started from Feudal Age (No Champion).

Why? The only scenario where this would matter is going up to imp. And by then multiple TCs each giving a scout is hardly broken.

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Instead of Mining Camps, they build Quarries, which allow villagers to garrison and collect resources from nearby stone or gold piles in complete safety.

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You’re right. I’ll remove the max TC limit.

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For a civ like Vandals or any other “hyper agressive” civ:

A building that makes all villagers in a short radius collect ressources 30-50 % faster. But in the offset the ressources last way shorter (like 50 % less res or even more).
Funnily this could make certain upgrades like Crop Rotation very attractive aswell in the lategame as then the food increase for the farms would be very relevant again.

But in general, the concept is quite clear: You have to pay for the building in dark age, which will make your timings bad but it will greatly enhance your feudal and early castle age eco. Later it can become a pain as you would have way less of the crucial ressources in total.

  • Squires and Gambeson available in Feudal Age.
  • Husbandry is available in Feudal Age.
  • Get 150 wood after building a TC (starting from Castle Age).
  • Get 75 stone after building a TC (starting from Castle Age).
  • Get 100 gold after building a TC (starting from Castle Age).

I think this wouldn’t be as simple to code as other bonuses but increased LOS and/or range if from a higher elevation.

woodcutters cut down a tree instantly (instead of requiring those two or three swings).

accrue interest on gold in stockpile.

tribute vills to ally.

masonry and architecture reduce stone cost for tc/towers/castles.

farms placed on wetlands or near rivers have more food. (that’d imply terrain is important for food production so would further imply other terrains should have less food. IDK if you’d want to open that can of worms).

there waould be a possibility to make a unique farm for the civ with can only be built on wet terrain.
This would give the same effect for the civ, but no complicated mechanics to be implemented.

Very interesting idea

I came up with this idea for the Micronesians, as a reference to rice farms, but someone told me that the bonus was basically useless, so I replaced it.

Some CA and SL bonuses -

  • CA +1/+2 range in Castle/Imperial Age. (No TR)
  • CA fires a second arrow (Can be an UT or civ bonus).
  • CA cost 40% less gold (No Bloodlines and PT)
  • HCA available in Castle Age (And the upgrade is somehow cheaper) (No Bloodlines and Husbandry)
  • SL fires 25% faster.
  • SL is 15%/20% cheaper in Castle/Imperial Age.
  • SL +3 attack (UT, would be great if it replaces Cuman Mercenary)
  • SL cost 25% less food.
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