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

Maybe it would be nice if playable natives had access to more mercenaries.

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What do you mean exactly? That taking an alliance will give you access to more mercenaries? … Or that the pre-Columbian nations can contract mercenaries like the Europeans? If it is the second question, then I would say yes and no at the same time.

They could hire rogue or outlaw units at the native embassy, or they could hire native units with which the civilization has some connection and have their own separate limit counter. For example, the Aztecs could create Zapotecs and / or Mayans with a separate limit of 4 each, but increase that limit by +4 each time you advance in age. Then in the imperial era you will have access to 36 more units that have a limit apart from the native allies of the map and the cards as well. They would still be inferior to the mersenarians, but they would not count as a population and would make them more competent in the treaty.

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The native civs have access to I think three outlaws in their native embassies. I was thinking they could/should have access to the same pool of mercenaries as non-native civs.

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Some awesome stuff in this topic guys. I see some very well researched posts from various users, well done. We will be having a look at all your ideas :slight_smile:

Special shoutout to @OperaticShip743 and @SimilarOwl0320 for giving so much input!

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Thank you for your time!. I hope that our contributions will be useful to facilitate your work in improving the game.

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There are a lot of things to bring up to speed like making the Nootka Warchief a hero, giving Cheyenne a dog soldier unit (either an addition or replacement), and making Tupi Poison Arrow Frogs actually grant poison damage.

Some generic native upgrades could also help flesh out the lacking tribes and be easier to learn since you’d encounter them more often. For example, an upgrade like Yoruba Herbalism is generic enough to just be Herbalism and be available from a variety of tribes.

The map locations of many of the tribes also need a major rework since many of them are very inaccurate.

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This would only really make sense for Jesuits with a small number of the arsenal upgrades.

:heart_eyes: :heart_eyes::heart_eyes: :heart_eyes:

Yahoooooo! Let’s go!!

Let me give you another perspective on that:

Poison may simply be something that hurts “more”. Something that is “poisoned” may be something that increases damage AT ONCE.

Not everything that is labeled as POISON needs to have continuous damage. I’m personally fine with both Caribbean and Tupi techs tbh.

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Presumably, if they used firearms, they were in the forefront. It is necessary for balance. It would also make more sense than captured mortars.

I told you!. It’s just a matter of time.

I think + 10% damage is fine.

Remember that this improvement affects all types of archer and if its damage were by consequence it would turn the English and Japanese archers, and the Inca archers themselves into very powerful units.

:grin:
High five! :raised_hand_with_fingers_splayed:

I’ve got to post the rest all of my stuff fast: I haven’t posted anything so far because my motherboard failed (smartphone sucks and the forum is blocked by my company’s network).

I’ve got stuff for Comanche, Maya and Huron. Cheyenne, Navajo and Shaolin in progress.
I’m also undecided about some techs for certain civs (but the devs can sort them/replace them better than me, so it’s fine).

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Did you have a bet if another person mentioned that upgrade? I was just summarizing the most obvious things that should be changed.

That’s not really how most poisons work, especially not the poisons mentioned in the game like for that tech.

We already have jungle bowmen with that type of poison and Yoruba Legionaries with a tech to grant a similar poison ability. The Tupi one is just an example of lagging behind on updating old content and should be made consistent now that there’s poison damage. None of the Carib techs mention poison so they’re fine as is even if they probably used poisoned darts.

It wouldn’t have to be the same strength of poison as jungle bowman. You’d have essentially the same effect as the current one if the upgrade granted about +0.33 poison damage per second for the same duration as jungle bowmen’s poison. If it stacked with other sources of poison then the tech wouldn’t be useless to jungle bowmen. A poison effect also wouldn’t necessarily even need to inflict damage. Many poisons are paralytic and could be implemented as an effect that slows movement or attack speed.

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It doesn’t have to be overpowered at all and can do essentially the same just with actual poison. As I said before:

Thanks for being more active on the forums lately Ippert, means a lot so it doesn’t feel like ideas are being thrown into a vacuum

I feel Bedouins could be their own minor civ

Certain. It would be better the proposal of SimilarOwl0320 and leave the Bedouins for a Middle Eastern DLC.

And they could also be used in African maps

Also, if there’s a middle east DLC, I hope there’s seoarate civs for separate countries instead of a single “Arab” civ

If we ever get a Middle Eastern civ it would be Oman and not just “Arabs”. The others in the region were all subjugated by the Ottomans during the game’s time period while Oman was battling the Portuguese and colonizing the Swahili coast and the Persian Gulf.

i dont think one needs to include every country in Arabia anyhow, some “countries” just really didn’t do anything and that’s fine.

Oman obviously has the potential to become a civ, and likewise Persia does, we’ll see if we ever get a middle-eastern DLC tho.

I understand that, I just don’t want a single Civ called “Arabs” like in Civ 6 (or like the Saracens in AoE2)

NAVAJO: Navajo | Age of Empires Series Wiki | Fandom

NEW TECHS:

  • Navajo Livestock Herding (200f, 150c): Navajo’s livestock ownership and agriculture are symbols of resourcefulness and prosperity. You’ll receive sheeps while this allaince is kept.
    Effect: Delivers 2 sheep for every Navajo Trading Post you own. Ships 2 sheeps every 60s for 10 min while you control a Navajo Trading Post.
    Why: This tech complements Navajo Sheperds and mimics Navajo’s history of keeping large herds of livestock. It delivers unfattened sheeps (50 food) subjected to global limit (30) so it pays off slowly and doesn’t mess with treaty.

Lore: “Through Spanish colonists, the Navajos began keeping and herding livestock as a main source of trade and food. Later, sheep became a form of currency and status symbols among the Navajos based on the overall quantity of herds a family maintained.
Navajo Nation Department of Agriculture/ Northern Arizona University/ Wikipedia-Navajo

  • Navajo Hogan Dwelling (125w, 125c): You will learn how to increase the efficiency of your buildings with the Navajo.
    Effect: Grants 10 population. Houses and Town Centers are 15% cheaper and buildings have their repair cost reduced by 25%.
    Why: Honestly: filler tech. I couldn’t think of anything worthy for it. There are already plenty of techs and cards that improve the HP, construction speed and cost of buildings.

Lore: A hogan is the primary, traditional dwelling of the Navajo people but rarey used today. Some older hogans are now still used as dwellings and others are maintained for ceremonial purposes. Traditional structured hogans are also considered pioneers of energy efficient homes.
Wikipedia- Hogan/ Discovernavajo.com stay-in-a-hogan

  • Navajo SandPainting (300f, 300c): The Navajo’s traditional Sand painting ceremony will heal your light infantry and cavalry.
    Effect: Non battling light infantry and light/heavy cavalry are healed by 600HP over 3s.
    Why: This is a lore technology and it’s unique because it’s only similar to China’s wonder (1000HP over 1s for all units). The devs can tweak the power and the cost because I’m not sure about them.

Lore: Sand painting is an art form but it is valued among the Navajo primarily for religious rather than aesthetic reasons. Practitioners believe sitting on the sandpainting heals the patient’s mind, body and soul by having the sandpainting absorb the ilness, then it is destroyed.
navajopeople.org -Sandpainting /Wikipedia-Sandpainting /Navajo arts symbols

  • Navajo War (300w, 300c): Navajo Rifleman gets ready for war to defend themselves against new enemies. Available at Fortress Age.
    Effect: Navajo Rifleman gain x1.5 ranged bonus vs Light Infantry.
    Why: 4 minor tribes have skirmishers and 3 others have archers. Converting Navajo Rifleman back to " real skirmisher" won’t make it shine. This tech provides reinforcement for fights at range (that are dominant at Fortress Age and so on), since they have low range and no multiplier, while maintaining Forgotten Empires design of being ambushers.

Lore: Navajo Wars covers at least three distinct periods of conflict: the Navajo against the Spanish (late 16th century through 1821); the Navajo against the Mexican government (1821 through 1848); and the Navajo against the United States (after the 1847–48 Mexican–American War). Wikipedia- Navajo_Wars

CURRENT TECHS:

  • Navajo Weaving: Infantry and cavalry get +5% hit points (current effect).
    Rework: It might be “Infantry and cavalry get +10% and +5% HP, respectively. Light infantry gets +15% HP instead.” OR “Infantry and cavalry get +5% HP and damage. Navajo Rifleman gets +10% instead”.
    Why: This tech was never good and it was very outdated. Cree Tanning had the exact same effect but was cheaper (100f, 100c) and now it’s been buffed by the latest PUP to give +10% HP instead.
  • Navajo Craftsmanship: could have its cost reduced a bit.
  • Navajo Shepherds: could use a small convertion to coin (i.e: 200w-> 150w, 50 coin).
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