New civ concept: The Wari

Thank you all for your replies.

Yes, the chankas are well known because of they were the rivals of the incas. I also wanted to design a concept for them. But they don’t have much interaction with other cultures besides the incas, the spanish and the huancavelicans. Actually, the chankas launched a systematic genocide against the huancavelicans and attempted to erase them from history, going as far as demolishing their buildings and temples --places that were considered sacred in the andean world. Most cultures never dared to desecrate temples even when they followed a different religion. It was because of this brutal war that the chankas were known as “the vampires of the andes” and their reputation caused other kingdoms to refuse to help the incas when the chankas challenged them. Only helping when the incas were winning the battle in yawar pampa.

I thought it was interesting because it breaks the fantasy that all native american cultures were peaceful and respectful of nature and religions. Rose-tinted glasses history.
Brutal and bloodthirsty chankas’d make cool campaigns and civ concepts. However, I encountered some problems the more I read about them. First, it was the size of their territory: Chankas were separated as three groups: the urin or hurin chankas, the hanan chankas and the vilcas chankas. Sometimes, they joined together to form a confederation, while sometimes separated and ruled their land independently. Think of it as a federal political rule. The max size of their territory was only between 100,000 and 120,000 km2. That’s too small for AoE2 standards. The smallest civilization currently in-game is the aztecs with a max size of 200,000 km2. So I thought that new civs should have at least that much land under their centralized control. Second, their influence is small: The chankas are a special case between andean cultures because, unlike most of them, they knew they were the descendants of a fallen powerful empire. In their mythology, in the past, there existed a powerful empire of red-skinned giants who waged war everyday and drank blood like booze. These giants were immortals called Huari gods. They went to war against Wiracocha and Pachacamac, and were defeated and turned into stones and mountains. Their blood formed pools and lakes, from that blood the chanka people were born. As traditional and oral accounts state, the motivation behind their expansionism and constant wars was their conviction to reclaim the land they honestly believed was theirs. From their perspective, rising kingdoms like the incas and the chincha were outsiders stealing their lands; while the chankas were only trying to revive the old empire they came from as if it was a golden age of yore. In other words, they were driven by the influence of the old Wari empire, stuck in the past, and not trying to grow their chanka identity.
On the other hand, the chankas were a very unique group in terms of ethnicity, culture, religion and language. If chankas were to be chosen as a new civ, that’d be excluding other well known civs like the huancas, the ######### the ichma, the recuay, etc who had a different ethnicities, cultures, religions. These kingdoms could be candidates for new civs to complete the region, but unfortunately never be added in a DLC.

However, it happens that the Wari empire conquered these kingdoms and also are the ancestors of the chankas. Therefore, the Waris can be an umbrella for all the quechua and aymara kingdoms that were part of their empire at some point. A wider and more historically accurate umbrella for all central andean civs than just having incas. This convinced me that the Wari empire was a better option than the chankas.

To mirror this same logic, the Tiwanaku empire could be an umbrella for all the puquina and aymara kingdoms that used to be part of it, or are their direct descendants who later became different cultures, in the southern andean region such as the Charcas, the Caras-Caras, the Chuis, the Lupakas, the Diaguitas, the Calchaquies, the Kollas, and the Quilme (part of the calchaqui group but with a different culture).

Thank you for your ideas.

I wrote a Tiwanaku concept some months ago, but put it on hold for the time being because I was writing something for AoM. Its historical background is incomplete, however I might post the concept today later and post the history section some other day.

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Updates

Civ role: Team support and defense.
Civ concept: Infantry and skirmishers.

-Infantry units gain +1 attack for every meele armor technology researched.
-Lumberjacks drop off +X% wood.
-Researching loom unlocks a trickle of X gold per second.
-Siege units deal +X% bonus damage.

Unique units

  • Neck breaker: Heavy axeman with fast attack rate that increases his movement speed by X% when an enemy unit is within Y tiles. This effect has a cooldown of Z seconds. Available at the castle.
  • Andean javelineer: Skirmisher that has attack bonus vs unique units, cavalry, and eagles. Available at the archery range since the castle age.

Unique techs

  • Awqana Kusma (Castle age): Spearmen and skirmishers gain +X HP.
  • Ccoa cult (Imperial age): Eagle warriors attack X% and move Y% faster.

Unique building or unique civilian unit
None.

Team bonus
Regional units are trained +X% faster.

Extra civ techs

-Tiwanaku missionaries (Castle age): For the waris, monks regenerate their faith X% faster. For all teammates, monk-type units move 5% faster. It can be researched at the monastery.

-Pikillaqta (Castle age): Buildings and stone walls gain +X% defense and can regenerate X HP/minute. It can be researched at the town center.

Architecture: Andean (shared with the Incas).

Languages: Aymara and Chanka quechua (Ayacucho dialect).

Notes: The waris don’t have access to blast furnace.


1st bonus: it represents their bronze metalworking and blacksmith workshops.
2nd bonus: it represents their production of wooden tokens and lumber trade.
3rd bonus: it represents the chaccu (vicuña, llama and alpaca shearing) practiced by the Waris. The chaccu wool was spinned to make clothes or just fabric, and traded as prestige goods for gold, silver, copper, etc.
4th bonus: it represents the chankas and their prowess in destroying other kingdoms. The Huancavelican genocide.


This time I made significant changes. From a concept perspective, I made them a little bit more chankas. Additionally, I made a mod to test my concept and I found out that things weren’t so good. A good example of how it may have looked ok on paper but it was not. More explanation below:

-Let’s start with the outpost and houses civ bonus. It looked ok, but in practice it was too weak in terms of resources for closed maps. In contrast, it was too dominant in open maps such as arabia. The player could build reliable walls very fast and cheaply; which turned matches in boring turtling fests. The outpost discount wasn’t so great by itself either, but it provided insane map control and the discounted wood from both houses and outposts was enough to train archers, wall up further, monitor neutral gold AND spy on the opponents. Certainly there are other wood boni that are better and could allow players to do the same, but this bonus was so focused on outposts and houses particularly that it seemed it encouraged players to use it like that. I know devs are trying to divert from walling and turtling so I decided to remove this bonus. Initially I replaced it with a more “normal” bonus like lumberjacks carry +15 wood in my tests, but since devs introduced a new type of bonus in the last patch, I went with something similar in this post.
-I really wanted to give them Pikillaqta as their unique building. But I couldn’t mod its area effect; I tried many times but failed. In the end I removed it. I tried to introduce it as a technology instead. I tested it with a regeneration rate of 20 hp per minute. it’s very low for most buildings which have over thousands of hp. It’s a homage more than anything.
-Their unique units have their names in english now. The names in quechua were too diffcult to pronounce and confusing to remember. I’ll stick with the english names for the sake of making the units easier to identify.
-I changed the name of their castle age unque technology. Awqana kusma is the name of the chestplates and bracers andean people used for protection. It’s common to see them being used by incas BUT the truth is the incas didn’t invent them. Awqana kusma were created by the Chavin culture (900 – 200 BCE), or at least that’s the oldest evidence of their existence found so far. Later awqana kusma were used by the Paracas culture, then by the Nazca kingdom. When the Wari empire conquered the Nazcas, the awqana kusma were incorporated into Wari arsenal.

-The imperial age unique technology was too strong. Attacking faster by itself is ok at +25%. I originally thought the healing ability’d be necessary to let the eagles close in and let them hit fast, but both effects combined were too good. Therefore I removed the healing effect. Now they moved 10% faster in my test and surprisingly were more fragile and easier to handle. That was good. I guess I underestimated healing too much. I changed the name to ccoa cult to make it look more Wari and Chanka. Chankas also worshipped this ccoa god so I think it’s a good change.
-Their team bonus giving more LoS to eagles was too good. I changed that to regional units are trained 10% faster in my tests. It was good enough for eagles, but also helped other units like battle elephants to feel smoother to use a little bit. Might be stronger for gurjaras who already train camels and elephants +25% faster.
The players who helped me with the tests were between 1100 and 1600 elo. I can’t say everything is balanced but I think the concept idea in general is in the right path for now. Special thanks to all who contributed helping me (a total newbie) with modding and spent their time testing.

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Extra attack per armor is worse Burmese as it has an extra step. Same time… its +1 eagle damage in Feudal and +2 castle which can be kinda scary.

Also how good a trickle is it? Its free gold from pretty much minute 4 of the game which can snowball out of control! Is it 1 every 3 seconds? Well by the first hour you’re still nearly 1100 gold ahead

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Now that EU5 is coming, it would be very useful to pass all of this info over to the Paradox forums since they are going to have an expanded timeline from 1350 onwards, specially demographic and cultural data!

They are trying to have 10 mil people for ALL of South America, which is ridiculous.

Why does EU5 start in 1337 if the Hundred Years’ War is medieval? 1444 was a suitable year as it was the Varna Crusade and before the fall of Constantinople…

Don’t remember the exact reason, but it is to encompass the late medieval period more, since 1444 has too “modern” borders already. It is explained on the first dev diary of “project Caesar” which is EU5.