As a local i wish Lotharingia could be a new civ for AoE2. And i have some unique ideas for them.
The focus is the “whole of The Netherlands” thus Luxembourg, Northern France, Belgium, Netherlands and Western Germany to be represented by this civ.
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Guildsystem
The society consisted of the nobility, clercy, and peasants. But within the peasants there was another diversion. The “horigen” who live in the countryside and mostly were serfs/slaves for the landowner who put them to farming, hunting, woodcutting. Other peasants lived in the city, if you did or if you moved there in many cities you were required to join a guild. Then you were required to join a guild of your craft or to learn a craft and join the associated guild. In several ‘bigger’ cities these guilded citizen were required to defend the city and thus learned to fight.
The idea is to have a secondary villager called Guilded Citizen, who has the ability to swap to a fighting form like with a spear or a crossbow. Depending on the techs you did. And it benefits from blacksmith upgrades.
Then the primary villager would be weaker. But has the ability to be upgraded to a Guilded Citizen for a price.
The option to turn a Guilded Citizen into a spearman or crossbowman version should be locked behind a small amount of gold to grant access for that unit. As training and gear. And make the Guilded Citizen gather a little bit faster and especially build faster. -
The clercy
Most of these areas were forced under christendom after the Romans came. Cities were founded by the Clercy or taken over by the Clercy. For example Utrecht and Liege. These cities became powerhouses in the region and respectfully for their own region were the conquering powers christianising the local tribes, towns and cities that were still pagan. This all happened before and during the Carolingian time. Mostly giving them a Frankish basis. Thats why Franconian would also be a good name involving western germany in this civ too.
Thus this civ would be perfect to add a monastry in the second age and allow a monk to be trained that can only heal. And from the castle age on can pick up relics.
Then add the Archbishop as a trainable hero monk that is stronger than the regular monk and has a military aura. Because these Archbishops were actually the rulers of their Prince-Bishopry, instead of having nobility.
Some cities were granted City rights by a foreign power like the Holy Roman Empire, Denmark (Kampen), Burgundy (Bolsward), -
Waterships
Our first actual form of governement were the Waterships. They were granted rights by the local nobility or clercy. They were focused on safety from water problems. This was done by taxing the locals. Then when the land was controlled and there was no flooding, many worked the land to sell peat. Also land was divided into parts throug surveying to determain owners. Thus i would say this civ can build the watergate and walls, to lock a river ingame. Then they should be able to build a Watershiphouse next to it, and if it’s in proximity of a gate it will generate gold. And in the imperial age it should get the option to generate stone, to make you able to choose between gold and stone. You’re limited to one Watershiphouse. And the Watershiphouse has a proximity where you can lay farms that are cheaper to build or free to build.
Summary:
- Primary villager: Horige (weaker villager)
- Secondary villager available in feudal age: Guilded Citizen (stronger villager and has the option to change into a spearman/pikeman or an archer/crossbowman and return back to a Guilded Citizen).
- Monastry available in feudal age and can train a monk that can only heal and not pickup relics yet. In the Castle age the monk can pick up relics.
- Archbishop becomes available in the castle age. A stronger monk with an aura for military units.
- The guilded citizen is also able to build: seawall, seagate and watershiphouse.
- The watershiphouse (limit of 1) can be build next to a seagate and then generates gold. And it has a proximity of cheaper or free farms being build around it. In imperial age the Watershiphouse also gets the option to generate stone (you pick gold or stone).
Other civ bonuses would be:
- An upgrade from Foritified wall to City wall. (or make it an imperial age unique tech)
- Fortification upgrades in the university and castle are cheaper (or make it a castle age unique tech)
- Bloodlines is cheaper.
- Spearman- and Swordsmanline have +1 armor in castle age and imperial age (+2 in total)
Unique unit: a Ruiter (rider/knight), a medium cavalry unit that can cross (5 tiles max) of water (if this is even possible, or allow it to walk in the light water).
It should be a little stronger than a light cavalry in hitpoints and attack and has a little bit more melee armor. Like 80 hp, 8 attack, 1 melee armor, 2 pierce armor, line of sight 5 (more than a light cav). This also makes it a little stronger than a hussar, making it more a medium cavalry unit.
Their roster would be same as Teutons but with the following differences:
They get arbalester, but no paladin.
And a ‘crossbow horseman’ should be added as a new unit for many civs.
No supplies.
They do get Husbandry.
They get no siege onager, no heavy scorpion.
They do get Bracer.
They get Shipwright and Drydocks. Still no elite cannon galleon.
They do get architecture and treadmill crane.
They lack Goldshaftmining and Stoneshaftmining.
This would make them a civ that is not an early fast civ. But from feudal age on you will have access to the Guilded Citizen and monk. That will make it a very defensive civilization.
In the castle age you can enforce control over rivers or water areas. Then raid with your unique cavalry which is backed up by a fine foot army or an army of guilded citizens.
An additional sweet option would be giving the player the dividing option of: or be a Prince-Bishopry and gain acces to the Archbishop or choose to gain City Rights and become a democratic citystate that allows Guilded citizens. To make it more unique. This would then be a Feudal age option, and the Prince-Bishopry would get the monastry in feudal age with healing monks.
Lotharingia in 959
The Benelux in 1350
The Benelux in 1465 and the influence of the house of Burgundy
As you can see in this map the civ Burgundy in the medieval times is inbetween Swiss, Luxembourg and France.
The historical area in question in the Burgundy campaign:
I’ve actually made a scenario about this some time ago: Multiplayer Scenario: Lower Lotharingia