New civ concept: Guaraní

Monk and defensive civilization
It has Jesuit influence

  • Slinger can be trained since Feudal age, cost -5% Feudal, -10% Castle, -15% Imperial

  • All military units (except siege) gain +2 HP for each researched Monastery technology

  • Monastery train UU and can be used as drop off point for resources

  • All the villagers gathering on the radius of a Monastery generates a small amount of gold

Team Bonus: Monastery cost 20% less

UT - Militar Instruction: improve movement speed of all military units and reduce the train time
UT - Ita Cajón (stone drawer) repairing buildings cost -50% stone and makes repairing faster
UU - Catechist Soldier: native armed with alfarja and rodela, high pierce armor, cannot be converted, can work on farms
UU - Leather Cannon: fast moving cannon with lower attack damage
RU - Takuara Lancer - a reskin of the steppe lancer, fast moving cavalry with increased attack range, strong in groups, with a small bonus against siege units

(Everyone knows it fits better in AoE3DE but Tupi opened the door)

For the Campaign

  • First; start building various missions in the area, drive off the Guaykuru’s to Chaco
  • Second; rally and army and go save Buenos Aires from the Portuguese incursions, secure the frontiers with fortifications
  • Third: Help Colonial Authorities (Spain) to drive off the Guakyru’s, secure the neighbouring Missions driving of the Bandeiras (Portuguese) and destroying their fortifications (optional) Build new missions in Chaco to secure the help of the Chiriguanos, build new missions in the amazon to secure the help of the Tupi
  • Four: Intercede ending the Revolución de los Comuneros in Asunción, prepare for a incoming naval attack in Río de la Plata
  • Fifth: Start of the Battle of Mborore (against Tupi and Portuguese)
  • Six: win the Battle of Mborore, end the campaign with the prelude of the Guaranitic War

So I can see this being cheesed. The monastery’s bonus looks great on paper but if I can repair stone free I will build a castle next to it set a bunch of villagers to repair it for an infinite gold glitch as a mangonel or 2 attacks ground it since stone repairs cost nothing

2 Likes

Is working as in “gathering resources”, not repairing

1 Like

exact copy of the Inca bonus

feels weird and can be quite op. how do you even counter archers/skrims with +20 hp?

ugh auras. also feels very similar to georgians

improving movement speed of all units is too generic. this should be limited to one class of units. (ideally not infantry (celts), cavalry (cumans) or siege (mongols) as it steps on other civs’ identities)

OP. -50% at most.

American civs should not have a stable. Muisca getting cavalry in castle age is already a lot. this civ getting cav in feudal (and by the looks of it even in dark age??) is absurd.

too many unique units.

a military unit that can farm isn’t awful, not sure how useful it is. cannot be converted is a strange bonus though.

leather cannon, what’s its intended purpose? the main point of BBC is to outrange defensive structures and snipe enemy trebs. this seems to be incapable of both of these functions.

takura lancer. looks fine

The design feels a bit awkward. Like it has slingers the only sign that this is even in South America but it also has Hand Cannons whom slingers are supposed to fill the role of “oh no infantry are gonna give me trouble!” So it feels sorta confused design.

Like if it didn’t have slingers it would be confusing to even know where this civ was even from! At least give it settlements or something? Champi? I dunno. It just feels like it’s trying too hard to be way different as the South American civ that got early access to Euro tech

You wanna show this civ transitioning from Tribal to gunpowder and horses? Start them with Champis, don’t let them get the elite upgrade then in castle age they can get a stable with some horsemen to use. That tells a story of growth

2 Likes

There are issues.

  1. It’s overpowered.

  2. It’s overstepping other civs’ bonuses.

  3. Triple buffs for almost every military unit hinder the direction and identity of this civ. Make 1/3 of them subpar, 1/3 of them generic, and the rest at least above average.

  4. Too much overfocusing on the Monastery. Just give them a full Monastery and a bonus like the Teutons, Saracens, or Bohemians.

  5. It lacks fun. You need a more powerful and unique version of a generic unit, like British Arbalester, Teuton infantry, or Celt siege.

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While I agree with most of this, this part is like the opposite of true because this civ has absolutely zero bonuses until Castle Age except cheaper stone. But an Inca will just run circles around you by having the same bonus and other bonuses like llamas and a housing market.

So in late castle yea sure whatever… but good luck getting there when even Turks or Saracen have a better eco than you

You are goijg to get flushed and the eco bonuses and or military your enemies have are gonna run circle around you!

If you could start in castle age sure whatever monkey around with 20 More HP

Also another of the Champi civs gets +15 archer hp for free

1 Like

Make it 10% then

Is not, you dont have CA nor Knight Line

Is not

Thats not a bad thing

Sure

Debatable

They do not have any cavalry in castle age, you are talking about Mapuche

Where in the image you see cavalry in dark age?

The Gurjaras has three unique units, this civ concept has 2 UU with 2 RU (regional unit) the Takuara Lancer could be shared with future Ava-Chiriguanos civ

You are right, I didnt account for the range given by the blacksmith upgrades on the enemy buildings

:+1:

That doesn’t address the issue my guy.

1 Like

now it’s just the same bonus but worse. bonuses should be unique to the civs

both have “eco bonus to villagers close to monastries”. very similar.

starting scout. the game is vaguely set as 400 AD to 1600 AD. so how do Guarani have a scout cav in dark and feudal age, when horses didn’t reach america until 1500ish.

Gujaras also has too many unique units.

Spread the scout camel to other camel fanatics (Impperial version too in some places)

nah, just delete the shwarma rider from the game files.

Both? Both is good. If we ever get the +2 camel los team bonus civ it deserves a camel scout to play with such a bonus

1 Like

Not really

I really dont want to use the argument “this is a game not a historical simulation”, and I won’t, is a minor abstraction, that’s it

I don’t

I could say that for almost every civ outside europe

Is not

Yeah, I can see it

That’s the civ identity :person_facepalming:

I didnt know you can already test them, please, share me that mod

I know, maybe now it should be ok

I like the idea of slinger cost reduction and possibly even the idea of Feudal slingers since they might have 5 range but they get skewered super hard by skirms and scout cav. It might be too good vs civs with running scout units. And 63f for a unit this specialized is a big hungry ask

If anything you could probably go 20/30 in Caslte/imp because most of the cost is food and Incas save on that and all military units

2 Likes

Instead of less stone, why not less wood? I think the only civs with “less wood” bonuses are for specific buildings.

Or is that also OP?

2 Likes

the tricky thing is some percentage less wood on partial stone buildings is not a lot of buildings. Lets go 20% which I think entails outposts, TC, towers and Wonders. Actually Now I could be down with this because of TCs

I was thinking less wood on all buildings, not less wood on wood+stone ones

That Malian (sans farms)

Perhaps: buildings that cost stone have their non stone components reduced by 20/30/40%. Most notably besides Town Centers this reduces the gold costs of bomb towers

I like the idea of a feudal slinger too, the price reduction will remain the same in Castle/Imperial and a modest -5% on Feudal to keep it consisten 5% increase on each age