No, it is just that the Omani were not a Medieval Empire.
Some great ideas, especially in lists early on!
I’ve got one or two more:
- forging, iron casting, blast furnace adds +2 damage vs buildings. (each is same as arson, don’t get arson tech)
- walls (or houses?) constructed 2x speed.
- archers +1 damage vs archer line
- archers (or CA) +5-10% speed
- +3 house line of sight
- outposts cost 35 wood instead of 25 wood and 5 stone, and have +2 LOS or 2x (or 3x) hp
- This is a very large eco bonus, almost equal to Vikings: get a free vil after every TC tech is researched (not aging up however). Keep in mind that vils take 25s to train.
That is +1 vil for loom (25s), wheel (75s), handcart (55s), town watch (25s), town patrol (40s), so if you research all (town patrol is 300f 100g and rarely researched) you get +4-5 vils by mid/end castle age, (Vikings kind of get +5 (and 5 seconds) with the free upgrades).
I liked the self trade idea but I would like to combine feitoria function with market function and make it auto-generate like feitoria but be distance dependent like market.
-
So a cheaper and less pop demanding “market” that does nothing when you have built one, but as soon as you have two or more of them they start generate gold dependent on the distance to the closest of the other. It would be a nice way to reward map control without the need of clear routes/paths between the buildings. Wall them in or put them in middle of a forest etc.
-
I like pillage, maybe a civ could have that any unit that attacks buildings generate 1 wood every third hit or so, maybe also 1 stone if the building is TC/tower/castle/feitoria/krepost/donjon
-
War priest, some indian (natives) civ could have a uniq priest unit that can’t heal or carry relics but auto-try to convert enemys that gets into range and has some weak military stats like a man-at-arms.
-
Roads maybe, 2x2 building that can be walked on like a farm, but costs around 6 wood and give any unit on it something like a 25% temporary speed boost that goes away as soon as the unit not on it anymore.
This is a completely ignorant statement that clearly comes from the lack of knowledge of arabian history. The arabs were never centralized, they were divided into multiple different cultures and kingdoms since antiquity, and this continued during the middle ages, the arabs of oman, yemen, hejaz, and levant all had distinct cultures, the only unifying factor during the time of the caliphate was the religion.
Those different cultures existed within the caliphate, they didn’t just “pop out”.
Started in 15th Century? What about reconquista?
And before You answer, it would be the same if the civ it’s named spain, león or castille…
Also the only catholic Empire un medieval europe was The HRE, that could be either Franks ir teutones in the Game.
Them there are “empires” with no emperors as English, Spain, Portugal
Small kingdoms as per the standards that made Omanis unworthy of being included.
In some centuries, yes, small kingdoms, but with lots of interesting stories because of the rivalry with the muslims in the peninsula. Also it can be small but crowded, there were some of the most important cities of the world in the peninsula.
Sry, muslims just used to had larger kingdoms, with sarracens (egypt), berbers (moors), turks and persians you cover most of them. I think i rather have some muslim civ from Africa or India, or even a muslim Andalucia before Oman
How about this:
- Lumberjacks collect wood from ‘straggler’ trees 100% faster.
Really mess with the pros with this one.
I am not arguing against other under-represented areas of the world. I actually proposed Moravids in another thread since they have quite an interesting story that is distinct from the Amazigh.
Regarding the statement that Muslims had larger kingdoms, it’s not factually true but rather based on a lumping of several kingdoms into one mainly due to the existence of the Abbasid dynasty and the Khalif who had almost no power. Saracens for example (which is a misnomer btw), represents Ayyubids which started with Saladin (a Kurd). Before them in Egypt only there were the Fatimids that originated from a Shia group in Tunisia and there were Tulunids and Ikhshidids even before who were of Turkic origin so they could be seen as another branching similar to Tatars and Cumans. There is so much history that is recorded quite accurately in the region that Westerners know very little about. That being said, none of the kingdoms in Egypt/Levante had real control over Oman who dominated the Indian Ocean trade even before establishing an Empire. They also had so much drama with Persians.
Balance ideas/new ideas turns into political debate… How often do we see this…
For a massively unrealistic game. How does this keep happening
Ultimately these debates will always happen because Politics encompasses everything we do in our lives.
Team Bonus or just a civ bonus:
Can drop off resources at allies’ collection points (I can dig gold and it will go into my ally’s mining camp rather than mine, but i still collect the resources)
Now this is a cool Team Bonus.
So more or less the banking system the Templars had.
TC after constructing gives +2 villager starting from castle.
Buildings +1 LOS each age but Civ lacks Town Patrol. Absolutely no effect in Imperial Age and beyond starts. Qualitatively the bonus is worth atleast 300F 100G atleast.
Battle elephants attack x% faster (if a new elephant civ is introduced in future)
Battle elephants train y% faster.
Foot archers except Skirmishers move 3.2% faster each age, starting in Feudal Age (effectively 10% faster in Imperial Age giving a staggered and steady effect)
A foot archer unit similar to Crossbowmen but +1 attack vs siege units (doing 2 damage to Mangonels) - feel like it synergises with Plumes but they are already strong.
A Cavalry Archer variation in Imperial Age which has stats (except speed) identical to Crossbowmen. Attack bonus vs Spear units reduced to 2 (Crossbowmen have 3) and attack bonus vs camel units is 1. Essentially a low gold or trash unit to supplement heavy Cavalry.
A shared Unique heavy Cavalry unit (similar to Condotierri) in Imperial Age. But not sure how meso civs will create it and even it will be viable for them.
Bonuses that relate to nomadic or raider civs (Some were actually planned to be in the game as mechanics)
- Units steal 15% of villagers resources per hit
- Start with 2 scouts
- Scouts can steal enemy villagers, but take a 20% speed reduction
- Herdables can be stored in mills instead of killed for food, generating .25 food per second
- Gold is transformed into food/wood. For every 10 gold you collect you gain 4 wood and 4 food. Gold costs are split between the other rss, increasing that cost. (i.e Knights would cost 135 food, militia line would cost 80 food, Cav archer would be 100 wood, ect ect. A big buff and a big nerf to certain units
this would be busted imho.
Depends on the other bonuses the civ has, and tech tree
no, just starting with 2 scouts allows them to lame while scouting their own base, or it allows them to pick off enemy villagers with little to no repercussions. it gives them an INSANE dark age advantage.