I don’t want to do that. They already get the ability to build towers on shallow water. What I have is fine.
Interesting idea but what is use of it?you can only build one tile from the shore line.
I was not talking about your civ. I have no idea of that. I was talking in general. 75 stone is fine. And 100 will also be okay if they don’t have Watch Tower like Sicilians.
Fishing Ships can build certain buildings anywhere there is shallow water, which can actually be pretty useful.
- Infantries benefit from Bloodlines. (Lack Champion and Halberdier)
- Bloodlines effect is +50%. 75 HP scout sounds scary though. No more direct cavalry bonus, nor any eco bonus like Magyars.
- Stable units +10 HP per stable tech researched (Lack Bloodlines, Paladin).
But then 50 would just be a weaker version of what Sicilians have.
One potential issue I can see with this is that maps aren’t designed with it in mind – map scripters tend to use different depths of water purely visually and thus in an inconsistent way (except that shores have to be shallow for docks).
That said, I think the main use would be building towers near enemy docks, which must have shallow water nearby, so maybe it wouldn’t matter.
This makes gameplay sense, but what is it supposed to represent? Infantry crossbred with horses? (I suppose it could represent noble infantrymen, but then the lack of champion is odd.)
I think there’s scope for quite a few bonuses like this though, e.g.
- Gambesons affects archers
- Squires affects foot archers
- Loom affects spearmen and skirmishers
- Bloodlines and Husbandry affect trade carts
- etc.
It was originally anywhere on the water, which might be more useful if a tad imbalanced. If not, it can be expanded to medium water as well.
This never crossed my mind. 11
I just wanted to share some ideas.
Expanding more on this, Cavalries benefit from Gambeson (civ lacks bloodlines) will be a cool bonus for future Infantry & Cavalry civ. Existing 3 - Bulgarians, Sicilians and Burmese don’t really have a common infantry+cavalry bonus.
- Mounted units affected by Loom (starting in Feudal Age)
This was a bonus for my Durdzuks civilization, representing the Vainakhs of the North Caucasus, as well as Caucasian Albania. The civ lacks Bloodlines, so the idea is that the extra armor makes up for the 5 lower HP. Indeed, against ranged units, it can be more meaningful than a mere 5 HP.
Battle Elephant deals +2 (Elite +5) against spearman. Will kill pike and halb 1 hit sooner.
Stable techs effecting infantry while having entire infantry armor removed from tech tree as balance. Meaning +20 HP Bloodlines infantry(removed Gambeson), 15% faster Husbandry Infantry(removed Squires). Might need to remove Halberd upgrade too.
Will be weaker than generic infantry in most cases.
Technically not. You have 5% faster infantry and +20HP which is stronger in many situation Especially early games. You have access to entire Melee Attack and Cav’s armor upgrade applied to infantry. Late game can feel weak.
You didn’t say anything about cavalry armors before. You only said Stable techs. Now this bonus will be OP. 11
In Imp you have 75 HP Pikeman, Champs or 2HS will be 90 HP. Almost on par with Armenians. Late game trash war would definitely be OP. Offsetting Pikeman would be hard. You might remove last Cav Armor and Cavs has to be get offsetted with Castle Techs. Also losing Hussar for sure.
I mean even 65 HP spearman can be OP in Feudal Age. Especially against scout vs scout opening where you will add 1 or 2 to support.
Psychic Tower: Basically a monk tower that automatically tries to convert units when they enter its range. ![]()
I think that would be fitting for some kind of Minaret, but perhaps it shouldn’t be automatic.
- Archers/Infantry/Cavalry (pick one) heal 30 HP/minute while idle (starting in Castle Age)
This is inspired by a game I’ve been playing a ton lately, where the android race can regenerate 1 HP roughly every 1.5 seconds, but only while standing completely still. Not very practical for a game where HP can get up to the hundreds or even thousands, but in a game with individual, weak units, it would be quite strong. However, players would have to give up map control somewhat to make use of it, so it’s balanced in that regard.