Inspired by the new South American civilisations I reworked my old concepts for North American Civilisations. North Amerian DLC suggestion (I know there is a typo but I can’t edit it anymore which is secretly the main reason why I make a new thread.)
Disclaimer
Suggesting civilisations doesn’t mean I don’t want your favourite civilisation in the game. It doesn’t even mean that I prioritise those civilisations over other suggestions.
New civilisations
- Haudenosaunee
- Muscogee
- Oceti Sakowin
I don’t like the name “Mississippians” for a civilisation because that is not how they called themselves, nor how anyone else called them back in the day. It is just the name archaeologists gave them based on the region they lived in. So they are Mississippians but they are called by the modern names of their descendants.
Regional Units
- Eagle Scout Line
- Mantlet Line
Mantlet
Infantry and Siege Unit that throws Torches at medium range.
They are good against buildings and archers since they have high pierce armour. Especially good against Skirmishers since they only take 1 damage from them while doing full damage in return.
Proposed Stats
| Name | Mantlet | Heavy Mantlet |
|---|---|---|
| Cost | 100 Wood 50 Gold | 100 Wood 50 Gold |
| Training Time | 30s | 30s |
| Hit Points | 150 | 200 |
| Attack (melee) | 7 | 8 |
| vs. Building | 8 | 10 |
| Rate of Fire | 3 | 3 |
| Range | 5 | 6 |
| Armour | 0/6 | 0/8 |
| Armour class | Infantry | Infantry |
| Siege Weapon | Siege Weapon | |
| Speed | 0.8 | 0.8 |
| Line of Sight | 7 | 8 |
They are affected by:
- Infantry Blacksmith Upgrades
- Barracks technologies (Squires and Arson)
- Siege Engineers
Regional Buildings
- Wooden Fort
- Wooden Wall
Wooden Fort
Hybrid between Krepost and Castle. Replaces the Castle for North American civilisations.
Proposed Stats
| Name | Wooden Fort |
|---|---|
| Cost | 350 Stone 300 Wood |
| Hit Points | 3800 |
| Attack | 10 |
| Range | 8 |
| Armour | 4/6/4 |
Wooden Wall
Replaces Stone Wall. Same HP as Stone Wall but lower armour.
Does not replace the Palisade Wall!
Proposed Stats
| Name | Wooden Wall |
|---|---|
| Cost | 3 Stone 2 Wood |
| Hit Points | 1080 (Feudal Age) → 1800 (Castle/Imperial Age) |
| Armour | 4/6/4 |
There is not upgrade similar to Fortified Wall.
Haudenosaunee
Alternative name would be Iroquois. Their federation was founded around 1450 but their ancestors lived in that area for a much longer time.
They are an Infantry civilisation.
Bonuses:
- Villagers drop of 10% additional Wood
- Mills Replaced with Longhouses
Team Bonus:
- Buildings +2 Line of Sight
Unique Technologies
- Castle Age: All Infantry get a charge attack that does 2x their normal attack (including bonus damage). Does not recharge while in combat.
- Imperial Age:
Unique Unit
Tomahawk Thrower
Ranged Infantry that is good against other Infantry. Higher range then other ranged Infantry.
Proposed stats
| Name | Tomahawk Thrower | Elite Tomahawk Thrower |
|---|---|---|
| Cost | 30 Wood 50 Gold | 30 Wood 50 Gold |
| Training Time | 15s | 15s |
| Hit Points | 50 | 60 |
| Attack (melee) | 5 | 6 |
| vs. Infantry | 5 | 6 |
| vs. Shock Infantry | 1 | 2 |
| Rate of Fire | 2 | 2 |
| Range | 6 | 7 |
| Armour | 0/0 | 0/0 |
| Armour class | Infantry | Infantry |
| Speed | 1 | 1 |
| Line of Sight | 7 | 8 |
Unique Building
Longhouse
- Drop of for Food
- Provides 10 population
- Costs 100 Wood
- Size 3x3 tiles
Important missing technologies
- Stable
- All gunpowder units
- Cavalry Archer
- Siege Engineers
- Ring Archer Armour
- Arbalester
- Thumb Ring
- Keep
Concept
Their Castle Age UT is pretty powerful. It allows them to practically always get 1 additional hit in when starting a fight. That includes Tomahawks too.
They should play pretty generic. Their additional wood bonus is slower then the Celts but it also makes trees give 10% more wood overall which helps making trees last longer. Extra wood that they need for their wood costing fortifications and Wood costing Unique Unit.
Muscogee
Also called Creek. They represent the Southern Mississippian people.
They are an Archer civilisation.
Bonuses
- Berries last 50% longer
- Stone miners generate an additional 33% Wood in addition to Stone
- Mantlets and Buildings receive 20% less bonus damage
Team Bonus
Unique Technologies
- Castle Age: Eagle Line Gold cost replaced with additional Food cost (70 Food 0 Gold)
- Imperial Age: Archer Units and buildings +1 attack +1 range
Unique Unit
Javelin Thrower
Archer that is good against cavalry. Does more damage in close range.
Proposed stats
| Name | Javelin Thrower | Elite Javelin Thrower |
|---|---|---|
| Cost | 30W 40G | 30W 40G |
| Training Time | 15s | 15s |
| Hit Points | 40 | 50 |
| Attack (pierce) | 5 | 6 |
| vs. Cavalry | 3 | 4 |
| vs. Camel | 2 | 3 |
| vs. Elephant | 2 | 3 |
| Rate of Fire | 2 | 2 |
| Range | 4 | 4 |
| Armour | 1/1 | 1/2 |
| Armour class | Archer | Archer |
| Speed | 0.96 | 0.96 |
| Line of Sight | 7 | 8 |
| Ability | +3 attack at 3 tiles | +4 attack at 3 tiles |
Holds a javelin in both hands and does not have a shield to make clear it’s not a Skirmisher.
Important missing technologies
- Stable
- All gunpowder units
- Cavalry Archer
- Ring Archer Armour
- Plate Mail Armour
Concept
Strong buildings but fragile units. Their Archers have both additional range and more damage at the cost of lower armour. They can also use Mantlets as mobile walls. Since they have Siege Engineers they do have additional range. While their Javelin Throwers are a good answer to Cavalry. Their Elite Warriors are missing the last armour upgrade but they only cost food, making them a good Hussar alternative.
Their early game eco bonus is that Berries last longer. That doesn’t give them a higher food income but it allows them to delay farms and use the extra wood on Archers. Later they get Wood from Stone miners which helps them get their wood costing fortifications up quicker.
Oceti Sakowin
Also called Sioux. Represent the Northern Mississippians.
They are a Cavalry civilisation.
Bonuses
- Archery Range units move 10% faster
- All buildings cost -15% Wood
- Houses do not lose their population room when destroyed (Mongols get a new UT since no one wants to pay for this anyway)
Team Bonus
- Lumber Camps, Mining Camps and Mills are constructed 100% faster
Unique Technologies
- Castle Age: Eagle Line +6 vs Cavalry (+5 vs. Camels)
- Imperial Age: Cavalry Archers ignore one melee attack every 30 seconds
Unique Unit
Tokala Soldier
Cavalry that get’s stronger when outnumbered.
- +1 attack for every 5 enemies that outnumber allied units in a 10 tile radius (+5 max)
- 1 HP/Minute regeneration for every 1 enemy unit that outnumbers allied units in a 10 tile radius (25 max)
| Name | Tokala Soldier | Elite Tokala Soldier |
|---|---|---|
| Cost | 70 Food 50 Gold | 70 Food 50 Gold |
| Training Time | 15s | 15s |
| Hit Points | 120 | 150 |
| Attack | 10 | 12 |
| Rate of Fire | 2 | 2 |
| Armour | 1/2 | 2/3 |
| Armour class | Cavalry | Cavalry |
| Speed | 1.5 | 1.5 |
| Line of Sight | 5 | 6 |
| Ability | Stronger when outnumbered | Stronger when outnumbered |
Important available technologies:
- (Heavy) Cavalry Archer
- Parthian Tactics
Important missing technologies
- Stable (no Husbandry and Bloodlines)
- All gunpowder units
- Cavalry Armour upgrades
- Siege Engineers
- Arbalester
- Champion
- Halberdier
- Gambesones
- Guard Tower
Concept
They are inspired by the Mapuche. They also have cavalry without having Cavalry armour upgrades or a Stable. But their focus is more in Archer units then Infantry. They have strong Crossbowmen in Castle Age with all upgrades and an additional 10% speed but they fall of in Imperial because they are missing Arbalester. Their Cavalry Archers do miss Husbandry and Bloodlines but that is compensated by their Civilisation Bonus and Unique Technology. Their Eagle Warriors are better against Cavalry then other ones, so they can somewhat take on the role from the Pikeman since they are missing Halberdier.
Their main eco bonus is that all buildings cost -10% Wood. That provides some extra wood in all stages of the game which also helps training more Archers.
Thoughts
I only gave each civilisation 1 unique unit because I think that is enough because they already have 2 regional units and 2 regional buildings.
I also tried to make a civ for each base unit type (Infantry, Archers and Cavalry) with relatively straight forward bonuses.
The concepts are not complete so you can add your thoughts.