Walls and gates can be repaired for free.
Very weak. Just a little better than the Magyar bonus.
Not bad but just a slight benefit. I would prefer repairing walls and gates very quickly.
I have a question: how to reflect the mounted units who were said good at hit-and-run tactics for a non-cavalry civ?
Requirements:
- No Bloodlines, no Steppe Lancer line, no Elephants, and probably no Cavalier upgrade, but having Camel Rider line and Cavalry Archer line.
- Not achieved through a UT.
- Not achieved with a charge bar.
- The less civ bonus are used, the better.
- The Scout Cavalry line units should be decent enough to compete with the fully upgraded generic Scout Cavalry line or to have a niche usage.
Militia line benefits from Bloodlines. (No Gambeson)
- All buildings work 5% faster
Constructing a building except houses, farms and walls (and maybe outpost) give 20 food.
buildings regenerate slowly would be a fun bonus
I was hoping the Romans would receive this bonus as a reference to self-healing Roman concrete, but alas, it was not to be.
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Team bonus: Walls have +1/+2 armor
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Villagers can build siege weapons on the field starting in Castle Age
How about a civ bonus swap when a new age is reached?
- +15% farming during Dark / Feudal → +15% infantry & archer unit production during Castle / Imperial
Perhaps someone can come up with something more useful.
Quoted from my topic, these are some ideas that have not been shared here yet.
- Buildings provide 8% gold of their wood cost when built.
- Each Market generates 0.25 food per second.
- Units generate 20 gold when killing aggressive wild animals like boars and wolves.
- When trading units gather gold, directly add 50% to the stockpile and carry only the another 50% back.
This means that a certain aspect of civilization (in your example, farming) will get punished as the game progresses. I don’t think this is a friendly design.
If you just mean that the enhancements before the Feudal Age will not disappear after the Castle Age (in your example, the +30% farming would not lose in the Castle Age), then you can simply list it as two bonuses to avoid misunderstanding.
Old Indians bonuses -
Fisherman works 15% faster.
Camel +1/+1 armor.
Some removed bonuses -
Team Bonuses :
Foot Archer +2 LOS.
Farms are built 100% faster. Maybe make it instantly like 1 or 2 seconds.
Mangonel line +1 range.
Towers are built 33% faster.
Civ Bonuses:
Cavalry Archers +3 attack bonus vs buildings.
Start with +150 food.
2 Sheep spawns near TC upon reaching Feudal Age. Maybe improve it to all ages.
Galley line +1 attack.
Tower is built 33% faster.
Towers +1/+2 range in Castle/Imperial Age.
- Villagers can be garrisoned in Mule Carts (only for protection and transportation, no attack)
[Civilization has access to Mule Carts]
- Mule Carts act as drop-off points for livestock
It won’t be a significant bonus on regular maps like Arabia or Arena, but could serve a niche in Nomad maps where animals are scattered.
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Start with +50 of each resource
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Receive +50 food, wood, and gold after advancing to the next age
Persians but better. Need to be 25 or maybe 35 at best.
On the contrary this is very weak. Need to add stone as well. Or buff it to 75.
Spear-line gain attack bonus vs spear-line. Something like +3/+5. Lacking of halb upgrade.
- Each infantry armour upgrade increase infantry speed
- Rams and Siege Towers melee defence is increased by the number of infantry in them
- Rams and Siege Tower can garrison cavalry units
- Palisades and houses slowing self-heal
- Once a unit is converted, it recovers x% of HP
- Villagers recover HP slowly when farming
- Starting in castle age, Town centers get 1 additional range per age.
- Sheeps walk faster
- Atonement and redemption are free
This would look weird visually.
Theoretically, the heavier the armor, the slower it will be. 11
Maybe every infantry upgrade makes infantry faster.
The Pole one but worse.
It’s broken when it can shoot Mangonels with a free effect.
Free Atonement is fine. Free Redemption is bad.
Yeah! Like elephants in a boat haha!