Resources can be dropped off at Castles.
- Squires and Husbandry available in Feudal Age and cost -50%.
- Barracks spawn a militia line unit upon construction.
- Stable spawn a scout cavalry line unit upon construction.
- Archery Range spawn an archer line unit upon construction.
UT (Castle Age)
- LC and SL can dodge 5 projectiles in 40 seconds.
UT (Imperial Age)
- Camel Rider line deals 33% trample damage.
- Knight line deals 25% trample damage.
- Battle Elephant trample damage, trample damage radius and bonus damage vs building gets double.
- LC and SL line +5 charge attack in 40 seconds.
- SL deals 33% thrust damage (Ghulam mechanics).
- Sappers can be researched in Castle Age and affect infantry
- Villagers are affected by Squire, Gambeson and Arson
- Treadmill Crane also increase villagers repair speed and siege units creation speed (by possibly 10% instead of 20%)
- Monks, Trade Cart and/or Spear-line are affected by Loom
- Each collected relic increase Conversion resistance
- Each collected relic slightly increase faith recovery
- Churches with garrisoned relics heal surrounding units
- A fallen Trade Cart becomes a Scout Cavalry
- Arrowslits also affect Town Centers
- Team bonus : Markets provide pop 5
The most insane bonus that just came to my mind - Imperial Age is not available but upgrades and techs are available at 10% more cost.
Bracer is a big no because FC into Xbow+Bodkin is already a valid strategy. Adding Bracer at 330f, 220g will be OP in some cases. I think Arbalester is expensive enough to give you some time. And Chemistry is really slow. Other than that, the only OP tech I can see is actually conscription. 165f, 165g is so cheap. If you have good eco setup, you can just spam your army after building your first Castle.
- Mangonel-line, Bombard Cannons, and Cannon Galleons cause -50% damage to friendly (player’s and allies’) units
- Archer-line gain +1 damage near friendly (player’s and allies’) Palisade and Stone Walls (max. distance 5 tiles), +2 near Fortified Walls (wall must be at least 5 tiles wide to prevent exploiting)
- UT Boiling Oil (coming back with a civ other than Persians): Towers, Castles, and Town Centers do +2 damage per arrow to adjacent non-siege units (radius 1 tile)
- Palisade, Stone, and Fortified Walls and Gates benefit from Masonry and Architecture
- Masonry has double effect (civ lacks Architecture)
- Team bonus: regional units (Eagle Warriors, Steppe Lancers, etc.) created 20% faster
- Team bonus: Castles create UUs 10% faster
- Team bonus: Trebuchets created 20% faster
-Team bonus: Castles create UUs 10% faster
Shotel Warriors being created at lightning speed
-Enemy monks die or take damage or have to rest more time after convert your units (should lacking of devotion, faith and heresy).
Archers can be created in barracks and stables:
To make a twist to this - maybe instead of archers being created in barracks and stables additionally, make it so villagers can wield bows in combat. It feels more true to the history lore you are explaining.
You could do interesting things with “villagers can be converted into archers”.
Examples:
- villagers can be converted into archers from feudal age onwards, but you always get archers, even if you have researched xbow/arbalest. The archers do upgrade if you research xbow.
- In feudal you could sacrifice your eco to get a military advantage
- In Imp you’d have food-cost-only archery units, but they’re not as good
- If you don’t play archers for most of the game and build up 120 villagers to support a knight army, you could tech-switch into an instant 120 arb army
- Or: villagers can be converted into archery-line units after a castle-age UT
- Or: villagers can be converted into archery-line units after an Imp UT
- Or: villagers can be converted into xbows/arbalests after reaching Imp
All of these play out differently.
Would the idea be that in mode 1, they shoot multiple arrows in different directions at the same time and in mode 2, they shoot a piercing arrow (like scorpions)?
-a successful convertion has a 5% chance of convert another adjacent unit (1 tile around the converted unit)
Correct.
Also mode 1, accuracy is low. But mode 2, accuracy is 100% but no ballistic benefit.
That sounds like like a very interesting unit!
Team Bonus - All land units except Siege regenerate 1 HP/min.
Barracks upgrades apply to the stable (Gamberson, Supplies and Squires). The civ would not have husbandry and bloodline.
Spy costs -50%.
Shipwright available in Castle Age and costs -50%.
Careening and Dry Dock available one age earlier and cost -50%.
Similar to old hun ut.
I like this one.
Siege workshop and scorpionavailable one age earlier