[Just for fun] Unique bonuses for hypothetical new civs

UT - All team shock infantries +1/+2 armor.

With so many shock infantries in the game, a shock infantry specific bonus may come sooner or later.

Team Bonus

  • Galley Line +1 attack bonus vs building.
  • Demo Ship +50% HP. (Old Chinese bonus).

Civ Bonus

  • Fishing Ship +1 MA per age.
  • Galley line +1/+2 PA in Castle/Imperial age.

Unique tech or civ bonus, killing a villager holding resources gives you those resources

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Converted units does not cost any population.

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TB: villagers carry capacity +1.

CB: farms replaced by gardens. 2x2, cheaper but holds less food.

CB: bodkin arrow effect doubled.

CB: converted buildings work 30% faster.

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More generic blacksmith techs would be interesting.we now have new types of units/armor like shock infantry so techs affecting those units could be a thing.

If the paladin were transformed into a regional unit for european civs (which imo would be better than the mounted xbow), there could be a tech called Lance Rest to improve it in some way in certain civs. But in that case, I don’t know if it would be better to have it in the stable or the blacksmith.

But the Paladin is already effectively a regional units. Only European civs have it if you count Cumans and Huns as European.

More like - introducing regional techs?

I prefer if it can be universal but I get the point,this could be regional tech for regional units.

I am a huge advocate of that. My proposal for camel and elephant specific techs dated back to 2022.

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Buildings attacked by Mangonels work 50% slower for next 15 seconds.

The gold generation from relics is shared between teammates once they reach imperial age (if a team has a total of 3 relics, once the player in that team reach imperial age, he gets gold generation like he had 3 relics).

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All buildings except farm, fish-trap, wall, gate, palisade, tower and castle have a regeneration bonus of 500 HP by minute.

It’s the reverse of the Jurchen bonus
Ancient Rome had the Vigiles a brigade of firefighter. This a bonus for potential roman civilization in Chronicles.

All buildings (except farm, fish-trap and docks) benefit from the elevation bonus.

It’s a bonus for a potential mississipian civilization. Those building were build on top of artificial mound. Some people wanted to modify the terrain as a civilization bonus (you build on flat terrain and when the construction ended the terrain is modified to +1 elevation) but modifying ground elevation ingame will be a lot of work for the developers. This is easier to give the elevation bonus for almost all buildings and make the building to appear to be build on top of mounds with a new architectural set.

“Some people” being me, primarily.

I agree. This is a much more feasible bonus, although I thought it should only be applied to Town Centers, Castles, and Monasteries. Applying it to everything might be too much.

  • Blacksmith and Melee attack upgrades are available 1 age earlier.
  • Blacksmith techs cost -40%.
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CB - villagers deal +8 damage to towers.

CB - farms very slowly accumulate food, increased with every farm upgrade.

CB - the first unit trained from any building only costs gold (if it has a gold cost, otherwise it’s free).

TB - walls +3 LoS.

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This is bad in the early game,if you dont get the upgrades first its going to eat your gold.

To clarify, my meaning was not replacing the food/wood cost with extra gold, but removing it for 1 unit. Ie, the first militia-line unit a barracks trains costs 20 gold and everything after the first militia (including spearmen) is normal price. Or the first spear-line unit is free but everything after is normal price. And if you want to get the discount again then you need to build another barracks. The discount also applies to every building, TC, Castle, Barracks, Archery Range, Stable, Dock, and (technically) Monastery on the off chance that a hypothetical civ with this bonus has a secondary monastery UU like the Warrior Priest or Temple Guard.

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Looks like we are getting there.