Villagers default to a ranged attack (similar to when they are hunting), this could be added to certain archer civs. Maybe for balance reasons they could have -1 attack and the same range as when hunting.
Could be a little strong with some civs, then again it would also make War Elephants and Elephant Archers much more prevalent, in a team with this bonus.
Skirmishers +1 melee armor per age starting in Feudal.
Archer line and Gunpowder units moves +3% faster every age starting in Feudal.
Imperial Unique tech: Siege units +35% attack (both melee and pierce, but not against buildings) - Civilization has full siege tree except Siege Onagers.
Onagers go from 51 to 69.
Heavy Scorpions from 17 to 23.
Bombard Cannons go from 40 to 54.
Trebuchets go from 201 to 271.
Civilization has Siege Workshop in Feudal Age and access to a unique Ballista unit. Ballista stats:
HP - 30
Attack - 8 pierce, 0 melee
Armor - 0/5
Affected by Khmer team bonus
Stats not mentioned similar to Scorpion
Automatically upgraded to Scorpions in Castle Age
Civilization has access to monastery, monks, fervor and sancity in Feudal Age. Feudal Age monks cannot convert units though. [The first line was planned by Ensemble Studios too]
Imperial Age tech available at TC (Hand Cart required): Villagers move +10% faster and carry +75% resources in one trip.
Towers provide +5 housing space. (can go with the Japanese)
Civis who cant build castles but get a weaker version from the feudal age onward that can do all the castle sruff Civi without siege equipment but uu will function as siege or a new unit line like siege.
Civi without uu or 3 uus(we already have 2 uu civis so why not more)
I would like a civ focused in petardos, with a cheap suicide unique unit. So maybe the bonus make petards faster, and an unique unit that gives some gold back when the suicide units die.
And I have said this many times, but a corpse catapult.
Lets see how broken I can make these, will laugh if I guess a new civ bonus correctly
Relics generate all resources at 1/4 or 1/3 the rate they generate gold for other civilizations
Monks always succeed on conversions in minimum time(4 seconds) but die afterwards - if multiple monks are tasked on the same unit without Theocracy time is reduced by 1 second for each additional monk but all monks die, with Theocracy only one monk dies (Alternatively Theocracy is not available and all monks always die)
Deleting fully finished military buildings causes petard explosion with range 1 tile past edge of building(Barracks, Archery Range, Stable, Castle) - does not occur if building destroyed
UT knights cost no gold, food cost is doubled, cannot upgrade to cavalier, miss last armor upgrade on cavalry and either bloodlines or husbandry
Villagers gather wood 10% slower but do not need to drop off at lumber camp
All feudal age economic techs are received for free, all castle age economic techs are unavailable
Villagers gather all resources 5% faster but walk 10% slower - Oh no I forgot to research loom before boar lure
Villagers gain +1 attack in dark age, +2 in feudal/castle/imperial, loom is not available - can be combined with above for more hilarity
Monasteries passively heal units nearby, can convert enemy units within monk conversion range with monk cooldown, cannot train monks, must build monastery on/near relic to garrison
Villagers can be trained from castles, resources can be dropped off at castles
Receive partial refund for destroyed non-stone structures (25% of wood cost refunded)
Blacksmith techs are free but still require research time, however all blacksmith techs are received 1 age later than normal, all techs available in imperial age
Not really. ES originally designed 3 out of 13 civs to be “Raiding civs” that can’t build monastery or train monk. If you really concern about relic more than conversion and heal, you can give them this bonus -
Seems too op as you can grab 1 or 2 while walling your base? You can’t counter knight/camels in early castle age and can’t heal any of your units. The bonus can wait till castle age if it is still OP.
Another bonus to compensate the relic gold can be Burgundians UT - gold farm - for free as a civ bonus.
I think cutting monks entirely is too far. If you wanted to represent a civ without monks, I always enjoyed the idea of a civ with no monastery techs except Heresy, which is free.
Then you make their UU be a weak unit that can be spammed, to make monks even less useful against them.
But you’d still get the relic gold, because the money from that comes from outside your nation anyway. It’s from pilgrims coming to your relics, not your civ itself.