Refer to the opinions expressed by many people, but add principles that I think are indispensable for gameplay and balance. For example,
- The Plaza must be remained as the symbol of the AoE3 natives (although the function can be adjusted)
- Avoid significantly changing the resource gathering efficiency.
- In any case the mine must be utilized to provide an economical use.
Basically the same but:
- To avoid blocking Villagers from moving, remove the fence or change the position and the size fence.
- Reduce the area for livestock and increase the area for crops to allocate to corn, squash, and beans.
- Change livestock to sheep (Haud), domestic turkey (Aztec) and llama (Inca) respectively.
- Not accessible to Lakota.
The coin farming building replaceing the Estate.
- Give each civ an unique suitable skin fot the structure of the building.
- The crops become tobaccos (Haud), chili peppers (Aztec) and coca (Inca).
- Not accessible to Lakota.
Replacing the Market of the all 4 civs.
- Still use the skin of the current Market.
- Basically same as the current Market, but it uses food as a medium of exchange rather than coins.
- Remove the Tribal Marketplace. Haud can mine now.
Replacing the Native Embassy of the all 4 civs.
- Maybe reuse the skin of current Tribal Marketplace.
- Up to 3, can slightly trickle coins and train native units, outlaws and 3 ramdom of mercenaries.
- The Arsonel techs will be moved from Longhouses and Teepees to here.
Unique building to replace Farm and Estate for Lakota from Age I.
Cost 400 wood, can be built at anywhere and with a size equal to a Mill or a Plaza.
- There are up to 5 Trapped Bisons in the building when built, and up to 10 Villagers can go into the building to hunt and gather resources from them.
- The Trapped Bison looks just like a common Bison and carries as same as 500 resource, but it won’t run even while getting shot, and won’t get rotten after killed.
- On the UI of the building, you can choose the type of the resource the bison carried in the building to food or coin, while only those Villagers tasked on the building can hunt and gather them.
- The rate of gathering Trapped Bisons is different from hunting other animals. It’ll be as slow as farming on the current Farms and Estates, and be improved in the name of “working on Buffalo Pound (food/coin)” rather than of hunting.
- You don’t need to micro the Villagers to hunt. Just task them on the building, and they will go into it and hunt automatically. A new Trapped Bison will be spawned inside the building in 1 minute when a Trapped Bison is gathered and disappears, so the animal won’t never run out.
Overall, it’s somehow like using a Rice Paddy, but with the visual feedback of Villagers hunting Bisons. If the enemy destroys the building, the Trapped Bisons will just die and disappear, like the horses in the Corrals.
Unique building for Lakota from Age I.
Variant of the Buffalo Pound. Cost free, and can only be built next to a mine.
- The mine itself will become just a common hill when the building is built, so any players cannot mine the hill and check the number of coin carried on the mine by click the hill.
- There are up to 5 Trapped Bisons too when built. Different from the Pound, the Buffalo Jump can only be chosen the coin, and the number of Trapped Bisons there and later the Buffalo Jump spawns is not infinite, depending on the number of coin of the mine. If it is a tin mine (1500), only 3 Bisons and no more will be spawned there. If silver (2000), only 4 and no more. If gold (5000), 5 and another 5 later, 10 in total. If diamond, 5 and another 195 later, 200 in total.
- Up to 10 Villagers can be tasked on the Buffalo Jump, and they gather coin from those Bisons as fast as mining. It’ll be improved as “working on Buffalo Jump” rather than as hunting and “working on Buffalo Pound”.
- Clicking on the building, players can check how many coin still carried on the all the Bisons on the UI. When the enemy destroys the building, the hill will turn back to the mine with the remaining coins.
- If all the Bisons are run out, no more coin, the hill and the building will remain there. You can pay 400 wood to turn it into a Buffalo Pound, and then the hill will collapse and disappear, or can just leave it there for the light of sight, and still the mine won’t appear when the enemy destroys it.
Overall, they are still hunting bisons but the mechanic can use the mine, so the game can be fair and balance.
Now has an aura to improve the units’ and buildings’ HP, faster thefatten rate of livestock, and increase the resources gathering by 5%. Can stack, up to 15%. That’s it.
Lakota cannot train livestock, but if converting others’ livestock, they can stay here.
Now trickles wood. Maybe cost a bit higher for this.
I wish the civ could gather wood quickly and have a sustainable means of getting wood instead of simply making trees last longer.
For the Haud and Lakota, it could shoot firearms after upgrades.
- Haud units:
Bare Bowman (II): Archaic light infantry with a bow. Costs food only.
Bare Spearman (II): Archaic heavy infantry with a spear.
Bare Rifleman (III): Light infantry with a rifle.
- Lakota units:
Bare Bowman (II)
Bare Spearman (II)
Bare Rifleman (III)
- Aztec and Inca units:
Same as the current.
Still training cavalry.
- Not accessable to Aztec and Inca still.
- Haud units:
Kanya Horseman (II)
Musket Rider (III)
- Lakota units:
Warpath Badger (II): Heavy cavalry with a war club.
Kitfox Soldier (III): Lancer, good against infantry.
Pale Horse Archer (II): Bow rider, cheap and weak.
Crow Owner (III): Rifle rider, good against siege units.
Blotahunka (IV): Siege cavalry throwing torches, locked by the Big Button.
Reserve some of the concepts but try to adjust and improve.
- Adjust the growth curve. When there are fewer people, adding members will provide more boosts. When there are more people, adding members will provide less boost.
- Every ceremony has a base rate, so even no one there, the civ can still get a slight benefit.
- Now there are 6 Ceremonies at most.
- Gift Ceremony: Generating XP. People feasting on the Plaza.
- Healer Ceremony: Spawning healers. People worshipping spirits on the Plaza.
- Call the People Ceremony: Calling 3 Warriors at a time. People preparing weapons on the Plaza.
- War Ceremony: Spawning unique units. People blessing those warriors on the Plaza.
- Wisdom Ceremony: Speeding up tech (except age advance) researching in the Plaza and nearby buildings. People giving speach and discussing on the Plaza.
- Unique Ceremony: The name will be diffirent for each civ. People working on the Plaza.
- Now there are 4 technoledge lines.
The effect of the techs are permanent, but they take long to research. Remember you can use the Wisdom Ceremony to speed up.
- Harvest Knowledge: Speeding up training. Lv.1 (Age I, 30 secs) → Lv.2 (Age II, 60 secs) → Lv.3 (Age III, 2 mins) → Lv.4 (Age IV, 5 mins).
- Combat Knowledge: Improving all units’ and buildings’ attack. Lv.1 (II, 60 secs) → Lv.2 (III, 2 mins) → Lv.3 (IV, 5 mins).
- Defense Knowledge: Improving all buildings’ HP. Lv.1 (II, 60 secs) → Lv.2 (III, 2 mins) → Lv.3 (IV, 5 mins).
- Ceremony Knowledge: Improving ceremonies’ rate. Lv.1 (III, 2 mins) → Lv.2 (IV, 5 mins).
- The Unique units of the War Ceremony
These units can also be trained by their Warchief in the regular way, maybe by default or unlocked by a card or a tech.
- Forest Prowler (Haud): Powerful sharpshooter units, fast and able to stealth, very good against infantry, especially light infantry.
- Owns Alone (Lakota): Powerful cavalry archer.
- Skull Knights (Aztec)
- And a skirmisher or heavy cavalry unit, not Maceman for Inca.
- The Unique ceremony
- Spawning Travois (Haud)
- Generating coin (Lakota)
- Reducing age advance cost (Aztec)
- Improving the trickles of nearby Kancha Houses (Inca)
- Add more decorations, like teepees, symbles, or temple structures, if possible.