[Minor Natives topic] Post here your ideas for every single minor natives so the devs can look at

CARIB
image
CARIB: Carib | Age of Empires Series Wiki | Fandom

Overview

Carib tribes are the only minor legacy civilization with 4 technologies but they are far from versatile. All of them are based on archers (and their own archers) which makes them extremely circumstancial.
It was a no brainer decision mashing a good tech and a bad tech together into one, so we can have give more space to other strategies.
And obviously: I hope this guy gets a poison damage!!!

NEW TECHS

  • Caribbean Navigators (250w, 250c)​: Carib tribe teachs you the skill about how to navigate the best routes at tempestuous waters.
    New Effect: Warships are 10% faster. Canoes do 20% more damage and delivers 2 of them.
    Why:​ For some reason, a tribe that belonged to islands, specialized in boats and were skilled navigators has no bonus related to water. Actually, there is absolutely not a single native technology related to canoes (ships available when you ally to american natives). WHAT THE HECK!
    image

Lore: The fact they (caribbean) were able to migrate from the continent to various islands in the Caribbean, as well as conquer already populated islands are testaments both to their skills as navigators and boat. New World Encyclopedia - Carib, Carib Warfare and Slaving - article

  • Carib Handlines Fishing (200w, 200c)​: The Carib tribe shows the best spots for fishing in the archipelago.
    New Effect: Delivers a spot with Mahi-mahi fish rich in food (1500f) to your naval shipment point. You can use this technology twice, but the second time both the cost and the food available are increased by 50%.
    Why:​ I can just repeat myself about the reason above, but this time it’s an economic improvement because Caribbeans only have military ones.
    image

Lore: French observers of the 17th and 18th centuries, including some excellent
anglers, unanimously admired the fishing skills of the Island Caribs. Island Caribs frequently fished with handlines from their dugout canoes and lines were made from either pite or mahot. Caribbean Fishing and Fishermen: A Historical Sketch

  • Carib Blockade (250f, 250c)​: The Carib will block routes to enemy supplies.
    New Effect: Gives -100xp to one opponent and for the next 300s reduce their passive XP by 20%.
    Why:​ In order to promote the knowledge and routes on the map, not allying with this tribe makes receiving shipments from HC more difficult. The standard XP trickle for all civs are 2XP/s, so it goes down to 1.6xp/s for them during 5 minutes, so it’s not a big deal since all your kill/ build XP remains the same. Inspired by OperaticShip743’s idea of xp trickle for caribbeans. One more non-military tech.
    image

Lore: The First Carib War (1769 – 1773) was a military conflict between the Carib inhabitants of Saint Vincent and British military forces at colonial expansion on the island. British unfamiliarity with the windward lands of the island and effective Carib defence of the island’s difficult mountain terrain blunted the British advance. First Carib War - wiki

REWORKED TECHS

  • Carib Kasiri Beer (250f, 250c)​: Melee infantry and archers get +10% attack.
    New effect (300f, 300c)​: Also: Archers get +1.0x multiplier against villagers.
    Why: Garifuna Drums had a pretty mediocre effect (+10% archer bonus) already covered by Tupi (+15%) and Seminole (+15%), so adding it to Kasiri beer and increasing the cost felt natural.

  • Carib Garifuna Drums (150f, 150c): Archers get +1.0x multiplier against villagers.
    New effect: For 30s, military units and villagers are trained 50% faster.
    Why: Lore-wise. Drums were used to prepare for a ceremony. In this case, for a battle. Also, this opens up for more than just “archers” since Carib were fierce warriors and this improvement benefits all your military.

  • Carib Ceremonial Feast (400w, 400c): Carib Blowgunners and Ambushers +50% hit points; requires Champion Carib.
    New effect: They also gain a “Feasting heal” ability: When a Carib unit kills an enemy, that single unit is healed by 50 HP.
    Why: When this tech is used Carib Blowgunner would have at least 344 HP. +50hp per kill to a single unit is actually a very weak heal (~1/7 of their total HP) when you consider a whole army of blowgunners, but gives us more reason to waste that many resources on it. If not, at least a reduction to the cost would be welcome.

4 Likes