I don’t want to hijack the other thread so I’ve decided to start a new post.
Guys please give some feedbacks about my 8 civ proposals or civ crafts, I’d really like to hear about your thoughts. I’ve dedicated time and energy to craft each one of them, and they should all be quite interesting, albeit slightly imbalanced. Thanks for your advice and suggestions.
I would prefer european civs. I know it sounds a bit over the top. But after all its ablut EMPIRED, and in that timescale, most empires (by far not all!!!) Where european.
The definition of “empire” is quite fluid, if you define an “empire” as a state which controlled vast territories then many civs currently in game don’t qualify for that either. And it’s definitely not true that “empires” or long-lasting states only existed in medieval Europe. Plus we already have many European civs (about half of the civs currently in game are European) so IMHO Europe isn’t of top priority when it comes to new civs and we should give other regions of the world some chance to show themselves.
If you don’t have any advice or suggestion for my civ proposals then I’d kindly ask you to leave my thread.
As far as North American civs go, I think Mississippians has a better shot than Puebloans personally. Puebloans probably have the second best chance but Mississippians had a bit more in the way of polity establishing, and they were encountered by some major explorations (such as I think Hernan de Soto) during the end of AOE 2’s timeframe, whereas I don’t think Puebloans really were encountered until the AOE 3 timeframe
Very nice content. I think the Songhai in particular are a must have, and I would be very enthusiastic about quite a few other candidate, especially the Tibetans and Tanguts. The Puebloans are probably the ones I’m the least convinced by.
I’m not sure what you define as empires since the term has many definition, but unless you use the original meaning of states claiming to be the successors of Rome then I wouldn’t say Europe had the majoritiy of medieval empires. Even more so, it’s far from having the majority of those who are not yet in the game.
They are currently covered by Britons, Goths (who are actually better at representing early Saxons rather than Goths imo) and Teutons for those who stayed in Germany. I could see a Saxon civ, but I don’t think it should be the main priority even among the European civs, or even just among the Early Middle Ages Germanic people. Vandals definitely strike me as a better candidate.
Yes, as you said the Saxons could fit (since the Goths are a civilization from late antiquity) since the Anglos are represented by the Britons…
Yes, Mississippians fit perfectly, Puebloans can come in to introduce a civilization of the North American West (although they didn’t meet the Spanish until 1598 or really 1540)…
Why do you keep quoting so many people only to give a reply that only half applies to what you’re mass quoting!?
Anyway I gave the gokturk a read and if your design philosophy is similar for the other civs then I see some problems.
First off you have SIX baseline bonuses. There’s no need to cram these all in!
And most of these bonuses feel like noob traps.
Let me explain. This forum doesnt work well at scrolling on the phone
The fatten animals sounds cool on paper but a few issues in coding it. First livestock are gaia so any code that puts them under your control would apply the bonuses of gaia and not you.
The fattening animals is a worse Tatar and possibly even a worse Britons bonus. It encourages you NOT to eat your sheep immediately AND it tells you to leave your livestock out in the open AWAY from your TC where enemy scouts will know they can walk up and either convert of pop them dead in a single hit. The gujara bonus keeps thr sheep safe inside the facility! This not only takes too long meaning where are you gettinng food in the meantime but says “stop doing consistent strategies to play me correctly”
The convert animal thing is awful design because it is chance RNG based and that’s a BS boar laming technique. Basically once you convert your enemy boars you just win.
The movespeed from nearby outposts feels meh. Id rather at all times have the Cuman bonus instead of this because to keep pace with or surprass them i need to send villagers up and down the map to make outposts.
Lancers get a little too much with a discount AND parthian tactics which btw is better than the Tatars who waste a UT for their armor, which sure effects a few other units but not one with a huge discount and now sits at a missile resistance this line wasnt meant to hance OH and now it has a ranged melee attack with a bonus vs the so called spear line that counter it!
The armor bonus can seem detrimental since cav armor is more expensive than archer armor. Either make it whichever is further along or you can scrap it because need I remind you this civ is bloated with bonuses
The team bonus sounds like a nightmare to make work in AGE or whatever coding software. It also feels like a malus for the enemy instead of a bonus for you. Because it means the enemy can punish themselves instead of you capitalizing on a bonus you have.
The tech tree… I get what you’re going for with horrible non mounted units but it feels a bit extreme. Like a navy that is way too atrocious for balance.
I know I come across and some (for some reason) think I see myself as the cream of the crop of civ crafting and while I may indeed have years of intimate understanding of the game design I do want to see new people actually do well and not make mistakes. I demand perfection because game devs need perfection… or should!
You can fix this with effort. I didnt learn overnight and even to this day my fanbase is low. Dont give up!
Anyway I looked a glimpse at another. I saw a civ with TWO team bonuses. Like what?
Not only that but the bonus was Foot archers doing +1 vs cavalry. Like by itself thats one of the most “snap pick civs for a team game!
Like some civs can really capitalize on fast xbow play so you can not inly ensure you always do at least 2 damage to every knight regardless of if you dont have fletching and he has full armor, but you also hyper discourage the use of cav archers which xbows already do better against because of their extra range and accuracy.
Every civ here seems to have at least 5 bonuses, most of the inconsequential. Try coming at it from a less is more where each bonus feels prominent and defining enough that in 2 or 3 you can just know the civ!
Baseless accusation LOL, where do you see in this thread that I quoted many people? I’m expecting advice and suggestions, but not baseless accusations like this. Like I said if you aren’t interested please leave.
I specifically said that this only applies to the Predator Animals class like wolves and lions, whereas boars are in the Hunted Predator Animals class, which is a different group.
I admit that my designs aren’t perfect and I’m not an AoE 2 modder so I’m not sure whether my designs will work in a mod, but at least I spent time crafting those civs and I think I deserve respect for my efforts, and not a bunch of random accusations here and there.
I don’t really have time to respond to all eight proposals separately – so here are some comments on features that particularly stand out to me.
Destroyed enemy eco units (Villagers, Trade Carts, Trade Cogs, and Fishing Ships) return 10% of their cost to the player (Chams)
Really nice concept for an eco bonus. Not sure if it’s strong enough (only 5 food for a villager – Lithuanians get 100 free food for no effort). It seems much more powerful on open and water maps, but on closed maps could actually synergise with the Chams’ elephant bonus:
Battle Elephants can cut down trees, one tree per two attacks.
You’d have to kill a lot of villagers to pay for that elephant though!
Villagers can lay the foundation for new Fish Traps and gather from them (Chams)
Squires and Gambesons apply to foot archers in addition to infantry and militia (though not to skirmishers and cavalry archers) (Baipu)
I really like this style of bonus (i.e. upgrades apply to a wider range of units), and we don’t have many in the game so far. Slightly annoying that supplies is required for gambesons but doesn’t benefit archer play, but I’m not sure what to do about that. (Maybe supplies affects skirmishers?)
Castle Unique Unit: Luojuzi, a skirmisher with the speed akin to an Eagle Warrior and with bonus attacks against cavalry/camels/elephants instead of against archers, and unlike normal skirmishers this one costs gold to train. (Baipu)
Nice concept – simple but different from units in game already. I think I would actually give it 0 pierce armour but more melee armour, basically make it a reversed skirmisher.
Blacksmith and Barracks techs available one Age earlier (meaning that the Chimu player would have access to Squires and Arson or Chain Mail Armor in Feudal and Plate Mail in Castle) (Chimu)
Seems nice for the barracks techs, might need a discount as well though. Thematically weird for the barracks techs though – why would Chimu get a bonus for technologies that (as far as I know) they didn’t actually have?
Buildings destroyed by the enemy return +20 stone to the player (except Farms, Outposts, Walls and Gates) (Hitatsinom)
It seems weird to me that buildings made of wood would return stone when destroyed. Also, I’m generally not keen on bonuses that require you to lose something (like the old unique tech for Saracens).
Tibetan Serf… uses a sling to attack enemy units and buildings and it has a pierce attack of 2, a max range of 4 / min range of 1, and an accuracy of 90%.
Interesting idea, but awkward to balance. Early villager rushes with these would be really powerful. On the other hand, they’d be terrible against rams. Could work better as a unique tech that adds range but retains the melee damage.
Gathering rate of Tibetan Serfs improved by 10% (for all resources) when gathering on elevation (Tibetans)
It’s a nice idea but I think very situational, too dependent on map generation, and overpowered on some maps (e.g. Golden Pit, where anything above the pit is elevation).
Bloodlines can be researched twice, though not in the same age. Suppose that you researched bloodlines in Feudal Age, then you can only research it again in Castle Age or in Imperial Age. And the first time it will provide +20 HP to your mounted units, but the second time it will only provide +10 HP to them. (Songhai)
I like this idea – would probably just implement it as a unique upgrade that follows on from bloodlines, though. Not sure if it’s strong enough, given the bonus Franks get for free.
The locations of all herdable animals on any given map is visible to you and your allies from the start of the game. (Songhai)
I think I’d make it not apply to your opponent’s animals, but apply it to your huntables as well as herdables. If it reveals your opponent’s, it’s too much of a laming bonus, and better than the Vietnamese bonus (you could easily work out where the enemy TC is).
Villagers have a 50% chance to convert wild animals (animals with the Predator Animals armor class) when their attack drops the animal’s HP to below 50% of its original HP (Gokturks)
Way too situational, and even then, very weak. Generally, I think a lot of your bonuses and upgrades are rather situational (e.g. training units from siege towers, converted units gaining upgrades), but this one is the most extreme.
They’re already in the game – Britons in the Dark and Feudal Ages.
On my phone, the tech trees never load properly on the wiki. Works fine on my desktop though.
It’s classic @MatM1996 behaviour – he’ll quote five or six people, write “Yes, it’s quite a topic.” and then move on with no further comment. I find it quite amusing, personally, although maybe he doesn’t intend it to be.