Making the uu a monk or making a monk like unit from tc would not mitigate some of the issues?
An UT that makes one type of siege unit (mangonel or ram) gold free, but the civ tech tree dont have any upgrade for that unit (including siege engineer), although it is discounted (like malay elephants)
Castles are a drop of building and can train villagers.
This is a small eco bonus and makes defensive booming a bit stronger.
(Some) buildings slowly regenerate HP.
Helping defence but it’s not OP.
A specific unit (maybe unique one) regenerates HP by attacking (life steal)
Killing an villager gives you an n% chance to get a free villager at your first TC.
Stationed villagers boost the production speed of a building including Town Centre. (Villagers can also station in military buildings)
Stationing 10 villagers will double the speed. Maybe the bonus depends on building, Castles and Town Centres will get less.
Villagers can use their ranged (hunting) attack against enemy units.
Villagers can be turned into military units for a small price. (Training the villager and turning it into as unit is more expensive than directly training that unit)
Converted trash units turn into their none trash variants. Converted villagers turn into soldiers or Petards).
Onager shoot one rock giving them higher range and higher damage (especially against buildings) but lower AoE. For a civ without cannons of course.
Fire Ships explode with a small AoE but they get lower HP and no Demolition Ships available.
(Some) military ships can transport units. (Would be nice for Longboats).
Or unique unit is a ship that can be used as transport and stationed archers actually shoot additional arrows.
(This should be a standard feature for every civ)
(Some) military units can collect (some) resources. Archers can hunt for example.
Villagers cost 50% more but are 25% more efficient at everything and have additional 1/1 armour while keeping the same train time. (Totally not copied from AoE1)
Towers are n% cheaper but only available 1 age later (no Keep)
Villagers can carry 5 more resources but only starts with 2 villagers.
Town Centres have an attack without villagers stationed starting at Feudal. Equivalent of having 1/2/3 villagers in Age 2/3/4.
Stationing a relic for the first time in a match gives n gold.
Stationing each relic for the first time (maybe impossible to code) gives 1 free monk.
Blacksmith upgrades can be researched an age earlier, (starting from Dark Age) and there is an additional set of upgrades in the Imperial Age.
But advance Imperial upgrades for units are missing (no Paladin, Hussar, Champion, Halberdier, Arbalester, etc.) and no other unit boni.
1 free unique unit every time a caste is built.
1 free villager every time a town centre is built.
1 free hussar/swordsman/archer every time a stable/barracks/archery range is build.
1 free fishing ship every time a port is built.
Houses cost 100 wood, give 10 population but spawn 1 free villager and have more HP and are 3x3 instead of 2x2. (basically a villager for 50 wood)
Houses have an upgrade that turns the individual house into and improved version that has 10 population and more HP. So you can save space in late game and upgrade your houses instead of building new ones.
Unique Technology that let’s buildings spawn units when destroyed. (like 1-2 trash units).
Archers stationed in a siege tower can shoot from it like a TC/tower.
Maybe a new Unique unit with that feature.
Unique unit is trained in pairs.
You can train groups of units. Maybe fixed combinations like banner armies in AoE3 with the Chinese. With a small discount in cost and production time compared to training them individually.
University/Blacksmith can research unit upgrades and other technologies normally found in Barracks, Stables and the Archery Range.
Every Technology researched gives a free unit. (Depending on the Technology, economic gives a villager and unit upgrades give that unit)
Skirmishers cause melee damage instead of pierce damage. (Unique Technology)
Fields cost gold but are infinite. Maybe combined with the bonus that they are 2x2.
Expensive villager (50 food plus 50 wood) that doesn’t need a drop of point. Available in castle age.
Militia like units are available an age earlier.
Barracks units only cost half population. (but not upgrades available)
Villagers only cost half population. (but not all upgrades available)
Can build the (none Elite) unique unit of all allies in Imperial age and they can build yours.
Unique unit has a second Imperial upgrade.
Stationed villagers slowly repair buildings and maybe even rams.
Monks stationed in buildings give healing to close units. Range increases with each monk.
A big part of the map is revealed on Age Up around the first TC.
Higher line of sight for towers with every Age especially outposts.
Onager throw fire that does damage over time in the area.
Higher speed for projectiles. (Cannon balls especially). Resulting in higher chance of hitting moving targets.
Blacksmith (and maybe others) upgrades are available an age later but Age up is cheaper.
Blacksmith and (some) unit upgrades available an Age earlier but Age up is a lot more expensive. (Units like knights are available later while units like Longsword are available earlier)
Second Town Centre from the start but villagers have double the training time till Castle Age.
Two scouts but only two villagers at the start.
Karambit and shotelai almost do this already.
What about the inverse karambit: a really strong unit but that takes 2 population?
Bad idea, every unit should only ever cost 1 pop, and should be balanced around 1 pop costs.
Otherwise you get AoE3, which is impossible to balance, and frustrating to play, because 3 and 5 pop cost units have to justify it with stats so inflated, they often can take out 10 pop worth of units before they go down.
It is just bad design, and a legacy of Blizzard games, which already proved they cannot compete with AoE2 down the line, as time goes on and the hype dies down.
The game.has already strong units, like the war elephant, that is balanced by its huge prize. What if the war elephant took 3 population, but at half food and gold prize? You can not mass them without decreasing your army but you could still produce them as support strong units.
OP War Elephant Rush.
It would have to be nerfed by making it’s price larger again, and would remain irrelevant, even more than now, because they would cost more than 1 pop.
Or veeery long training time. Like a reverse karambit. The concept is not to.mass them for a rush, but to be producing them one by one in a sustained way as a tanky and strong support unit
Then they would be even worse than now.
There is no reason to reinvent the wheel. War Elephants are balanced and cost only 1 pop. No need to make it complicated.
Complex RTS games never last long, simple ones do.
That is the reason why Aoe" and Red Alert 2 are still played to this day.
Make it simple, and do not try to be too fancy.
knights avalible in feudal age, no blood lines, and the knights have 70 hp in feudal and 6 attack, 1/1 armour and when u advance 2 castle they go up to the regular stats and can research bloodlines ( moved bloodlines from feudal 2 castle)
Wall related bonuses
UU that can climb over 1 tile thick walls without a siege tower
Stone walls return some damage to non-siege melee units that attack them or damage enemy units that stand directly next to them(from unique tech, Heated Oil or something similar) - could combine with next idea
Stone walls can garrison 1 unit, can combine with previous idea and only enable wall to deal damage if it is garrisoned - will also allow units to traverse your own stone walls without a gate one at a time by garrison + ungarrison on opposite side
Stone walls block arrows from passing over them (both enemy and your own)
Ranged archer or gunpowder UU that can construct palisade walls(not gates, no stone walls) - mechanic already added with Sicilians for military unit able to build
Unique structure Salley Port, 1 tile gate that can only be passed through by friendly troops even if opened, same stone cost as normal sized gate, unlocks in castle age
Than just everyone double walls against that civ? So basically double Wall cost and construction time.
Maybe a new barricade building that can be rotated like a gate and is like 1x5 tiles big or has a round shape.
Or even palisade tower that can station 5 archers in it that can shoot from it but like a TC it doesn’t shoot without units stationed. And it has low HP of course.
Some more ideas:
Two unique units that are always trained in a pair with each other.
Or unique unit is always trained together with a generic one.
(Some/unique) unit(s) can build Barracks/Stables/Archery Range.
Similar to the Bulgarian Konnik Knights/Cavalry Archers/Hussars spawn Longsword/Crossbow/Halberdier when dead.
Or similar to the building idea I had. Siege units spawn trash units when dead.
Similar to Flemish Revolution or some AoE3 Home City Cards:
Unique technology that turns trash units into their none trash equivalent.
Hussar → Knight/Camel, Pikeman → Longsword, Skirmisher → Archer
The none upgraded version of (some) units stay available but get a discount making them a bit better price/value.
Can train the none Elite version of the Unique unit off all allies in Imperial Age (Unique technology). This might be very hard to balance.
Converting enemy units gives the value of the unit instead of giving you the unit. Ignores Heresy.
Converted enemy units become neutral and attack everything but converting is faster. (Maybe unique monk unit that does that)
Or unique unit turns into neutral unit with low HP but high attack that attacks everything instead of dying.
Both are variants of Blind rage.
Unique Unit that can also collect all resources like a villager and build farms. (Unique Technology makes them trainable in TCs)
Unique unit that can move on land and water (maybe can’t fight on water)
Unique unit has 0-1 line of sight. Strong but always needs support.
Variation: higher range unit with low LOS.
War Elephant already have the highest TT among all the UU trained from castle.
Me and my elder brother was discussing some new bonuses las night. Here are some -
Team Bonuses :
- Trash units train 20% faster. Very good for Scout rush or late game Hussar spam. Decent for pikes and skirms.
- Docks provide +5 pop space.
- Trade units move 15% faster/extra armor or HP/trains 20% faster.
- Hoses and drop off buildings are built 100% faster.
Civ Bonuses :
- All eco techs cost 50% less food.
- Gunpowder units +10% speed.
UTs :
- Gunpowder units +1/+1 armor.
- Gunpowder units (or maybe only BBC) fire 1 more projectile.
I put this idea in the thread of Korean buffs but I think it fits here. I hope this is not considered spam.
A civ could be able to train burden beasts in the TC:
Burden ox / donkey / (or elephant burden for an possible future civ)
50 food 75 food
1 population. Built in Town Center
It can gather resources like a villager. It benefits from upgrades that are researched in town center ( but not from lumberjack and mine camp upgrades). It can work in one farm too.
It doesn’t need gathering points, as it itself is a gathering point.
Other villagers can use it as a gathering point.
It counts as a building for advancing to feudal age.
It is slow as a monk. It is tanky, not as much as a battle elephant. It benefits from loom.
It can not attack, or it has a low attack. I don’t know if it could be garrisoned, I think that it should.
Lumberjacks cut down tree instantly
I like the lithuanians’ relic bonus pretty much, it can actually be implemented for every civ to either further strengthen their bonuses and tech tree or complement its current weaknesses.
Britons : -10% cost for trebuchets per relics
(“per relics” will be implied in the following)
Byzantines : +1 range for monks
Celts : +20% longer lasting trees
Chinese : +1 extra arrow for chu ko nu
Franks : -5 gold for knight line
Goths : +5 population limit
Japanese : (can toggle for) +1 melee damage but -1 ranged damage for all units
Mongols : cavalry unit +1 attack vs buildings
Persians : +20% speed for elephants; mahout changed to : elephants requires two monks to be converted
Sarascens : +1 attack for camels. +1 attack and range for mamelukes.
Teutons : +1 melee armor for cavalry and infantry
Turks : +1x projectile speed. +20% gunpowder unit firing speed.
Vikings : +10 hp/min healing speed for all units
Aztecs : skirmishers +1 atk and +1 range for the first relic, +0.5 each for the rest of relics. Atlatl changes to : skirmishers cost 0.5 populations.
Huns : The rate, that all cavalry generates gold when fighting units, is 5/ 10/ 15/ 20 gold per min for 1/2/3/4 relics resp.
Koreans : -20% friendly fire damage
Mayans : +10% attack speed for rams
Spanish : +1 range for conquisitators and missionaries
Incas : +1 attack, +15 HP for villagers
Indians : +1 attack and +1 extra arrow (dealing full damage like castles) for elephant archers
Italians : condotierro +0.5 area of effect (max. +2) of 3 trample damage (max. 3)
Magyars : rams +10% HP and +1 range
Slavs : +1 attack trample damage from druzhina
Berbers : arrows deal additional +1 melee attack
Ethiopians : archers rate of fire +5%
Malians : military buildings fire +1 extra arrow (like malay’s dock)
Portuguese : feitoria cost -3 population
Burmese : +5% of ressources returned when unit dies
Khmer : -10% cost for scorps and ballista elephants
Malay : +5 HP for karambit warriors
Vietnamese : +1 melee armor for archers
Bulgarians :-5 food cost for infantry
Cumans : +10% attack speed for steppe lancers
Lithuanians : +1 attack for knight line
Tatars : -5 gold cost and +5 attack for flaming camels
Burgundians : -15% cooltime for coustilliers
Sicilians : Donjons +1 attack, fire +1 arrow
Team bonus for Poles if ever get to the game:
Eagle’s nest route: If castle is built within X tiles to another castle it receives +Y dmg or +Z arrows
hmm could be interesting to highlight defense capabilities.
oh nvm Poland is already covered as @CheshireWig3203 says
They are already covered by existing civs.