[Just for fun] Unique bonuses for hypothetical new civs

#1 it depends on the player, I know alot of people who don’t like laming
#2 Picking off enemy villagers at the start would be hard as they are going to be fairly close to a wallable area, would require alot of micro as well to be harassing enemy, scout with the other one, and work economy

Not to mention, like I said, if they have a powerful dark age than the later the game gets they get considerably worse. All the second player has to do is hold off and get to feudel

what’s the point of giving them two scouts then?

so the enemy has to wall in his villagers even earlier and sets his eco behind doing so.

no civ would be designed around being trash outside of the dark age. it just wouldn’t work.

It is an eco bonus(and a slight military) the way I see it being used. Helps you find your rss earlier, and then scout the map/enemy base. You can also harass the enemy a little once you are finished scouting your base, since then you only have 2 things to micro

Still is not “gamebreaking” as you called it

Did I say they were trash out of Dark age? I said they would get worse the longer the game goes on, not become trash. Don’t exaggerate dude.

nobody worth there salt is going to have an issue finding their resources, as a matter of fact the maps have been making it easier to find them on as is.

or i can use my one scout to find my resources and send the other one off to set the enemy seriously behind as he has to wall in his woodline right away, or i can steal a boar or sheep and make his eco suffer for it.

go ask pros what they would think about a civ starting with a second scout unit in the dark age.

you literally said

so this was your own words and i was taking you at it.

1 Like

Are you blind or something? This is the second time you take my words out of context, I said you find your rss faster, and then you have 2 scouts to harass enemy, seriously you must enjoy quote mining

I doubt that the enemy would have a vill getting wood by the time your scout got there if you send your scout there immediately. And like I said, not all people like to lame(Mbl would love it though, lol)

Keep avoiding

No I didn’t

Once the player gets to feudel it will take the strain off, as he can just build pikes, but his eco will still be behind. Again, quote mining

which isn’t an issue. how many times have you seen lately a pro actually have issue finding his resources and actually have idle villagers because of it?

or i can have 1 do like normal and join the other one later, allowing me to start harassing earlier which makes it harder for my opponent to get up his lumber mill and what not.

you mean spears, and doesn’t mean much because those spears would be easily countered by bringing my own man at arms along, or archers. either way youve put the other player seriously behind the 8 ball.

1 Like

I never said players have issues finding their rss, but apparently you only read what you want to read.

You do realize their scout can just defend the vill until the LC and walls go up right?

Yes, thank you for correcting me

1 to 2 spears aren’t much of an investment and they would give you enough breathing room to get a few more walls up. If you are investing in men-at-arms you are going pretty heavy on aggression, not to mention we aren’t taking into account other civ bonuses.

It is absolutely game breaking unless you give some other downside/penalty/debuff like start with -2 villagers or can’t advance to Feudal Age.

Honestly from your comments it seems like you have absolutely no idea or knowledge on how the game is played off. Sorry if I sound rude or mean.

4 Likes

How about start with 0 food

It could be balanced, yes. But still would be a obnoxious civ to play against in the first minutes.

If you want them to have a second scout for scouting only just give the civ a horse with 1 hp.

1 Like

Fair, but they should get their food back I think

unussual bonuses:
-Your starting tc spawns a pack of 5 archer/infantry/cav units whan u advance
-units can be orderd to mount or dismount ( ca can become archers and kinghts longswords for rxample)

  • UU that can block all of the enemys attack
  • vills need no drop off points ( just like khmer but for all vills: chopers farmers miners etc)
  • first castle costs 0 stone
  • UT that can “borrow” one of the enemy bonuses ( u get the bonus aswell as ur enemy )
  • UT that stops all enemy vills for working
  • u can research techs while creating units

Impossible to balance, and would be OP. Enemy brings out pikes to counter your knights and, whoop, they are fighting longswords. Or skirms to counter your archers and whoop, Cav archers are running away

This is unfair to the Khmer, villagers would have to collect fairly slow for it to be balanced and not OP

Also OP. You can just castle drop without taking the vill time to collect stone, or you can collect stone, and then 2 castle drop

Has the potential to be OP

So you can get Loom while getting villagers, or wheelbarrow, or town watch, ect ect. Leads to a high vill lead, and military lead

Waaay to gimmicky. I don’t like it tbh.

1 Like

civ bonus:

  • receive a refund when deleting buildings, when losing building foundations (to enemy attacks), and a bigger refund when deleting building foundations
    – Specifically, the refund could/should depend on the amount of damage that has been done to the building, as refund = cost * damaged_hp / max_hp, so that there are no breakpoints where it’s important to delete fast enough or delay deleting.

Originally my elder brother’s idea.
Team Bonus -

  1. Herdable +1 LOS
  2. Herdable can collect other herdable from Gaia (stealing enemy/ally’s sheep with your own could be very annoying. So limited to Gaia only).
2 Likes

+xx% attack on marsh/swamp (whatever the walky bits over water are)

Shallows

1 Like

Was recently putting together a scenario based on the Swiss. Had the following bonuses planned for them:

Halbedier upgrade available in castle age and costs 50% less

All gold sources generate a small amount of stone income

Melee units within an ‘x’ tile range of a friendly TC gain +2/2 armor

Not terribly create but was fun playing around with.

A few days ago during some team games one of my friends suggested a bonus that rams can carry more units. This could be either a team bonus or a civ bonus I think.

1 Like