African natives just put almost all previous minor natives to shame, they are so good that they make others look bad. So let’s make a community topic with ideas on how to improve/incentivize/buff non-african natives so we can hopefully help the developers into finally rework minor natives.
The rules are:
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Just one minor civ per reply, so we can keep a good track
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Post and explain why current techs/ units should be updated
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Post and explain why new techs/units belong to this tribe
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Post lore about your changes
I’m gonna start off:
Updated tech: Seminole Boyers
Cost: 250gold, 250wood
Effect: Archers gain 20% damage. Increases Seminole Sharktooth Bowman’s ranged armor by 10%.
Why: DE made this tech go from +25% damage to +15% damage, which makes it the most irrelevant tech in a trading post ever. I’ve added a small tweak to Sharktooth Bowman too.
New tech: Osceola’s Seminole Resistance
Cost: 280 food, 200 coin
Effect: Yields 300 XP. infantry minor natives gain +10% ranged damage.
Lore: You have guns and so have we. You have powder and lead, and so have we. You have men and so have we. Your men will fight and so will ours, till the last drop of the Seminole’s blood has moistened the dust of his hunting ground (Osceola’s response to General Duncan L. Clinch)
New tech: Seminole Wetlands Medicine
Cost: 100 wood, 100gold
Effect: friendly units nearby trading posts, Town Centers and Native Embassy are slowly healed while idle, specially Seminole units.
Lore: Seminole were able to adapt to regions with wetlands after wars and still keep their knowledge and culture after conflicts and wars on Florida to fight back again. Good for Bowmen hit and run tactics.
New tech: Seminole’s Alliance Counter Attack
Cost: 600 food, 600gold
Effect: Summons a party of 5 Black Seminoles to help you, moves them to Commerce age and allows you to train more of them (+6 build limit). Summons 5 Seminole Sharktooth Bowman and increase their LOS by +2.
Lore: The Second Seminole War (1835–42) marked the height of tension between the U.S. and the Seminoles, and also the historical peak of the African-Seminole alliance. In councils before the war, they threw their support behind the most militant Seminole faction, led by Osceola. In addition to aiding the natives in their fight, Black Seminoles recruited plantation slaves to rebellion at the start of the war.
New Unit: Veteran Black Seminole Fighter (available at Fortress Age, build limit of 10)
Type: Black Musketeer with strong siege damage, average ranged/hand damage and lower multiplier vs cavalry that attack with a bow instead of musket (visualize Gascenya). Available at Fortress Age and shadowtechs when you improve Sharktooth Bowman
Cost: 70f, 40w
Stats: to be balanced (but speed is 4.5)
Passive Ability: up to +10% speed and +25% HP while Seminole Sharktooth Bowman is nearby (this max value is reached by having 10 Bowmen nearby)
Lore: The Black Seminoles or Afro-Seminoles are Black Indians associated with the Seminole people in Florida and Oklahoma. They are mostly blood descendants of the Seminole people, free Blacks and of escaped slaves (called maroons) who allied with Seminole groups in Spanish Florida (wikipedia)
Why: My goal is complementing Sharktooth Bowman’s tactics vs buildings with a mobile infantry that can protect them from cavalry/shock infantry and still help them with hit and run tactics (hence the speed and the new Wetlands Medicine tech)
Right now Seminole is by far the worst minor civ in the game: they currently only have two techs that are situational and expensive. I’m expanding them into being a bit more generic while preserving their original design