Nomadic update ideas

Don’t kill second TC :enraged_face: Make it costlier or sth, but don’t kill it!

(Though if the option to pack TCs is introduced, I’d be fine with killing the 2nd TC)

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If it’s costlier then refund the extra price upon hitting castle age if you had more than 1 upon reaching the castle age

I know on maps with 2 or more tc starts this can be sorta exploited but at that point it’s a baby version of the Ethiopians for some wood and stone and only once

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Hello all! Awhile back I posted about pastures being added to more steppe civilizations in the game. I think AoE2 is heading in the right direction after the last update at making civs feel more distinct from one another. Now I want to update that and give more ideas for a Steppe civilization update that can be achieved in a monthly patch. Below is my proposal. Keep in mind I am not a game dev and I could be wrong or missing things so feel free to add ideas or tweak things!

Pasture Balancing

  • Cost 110 wood still

  • Lower herdables food amount from 115 to 75

  • Keep techs locked behind mill to remove that advantage. Each herdables add 75 food this would scale as follows: Base 225, Domestication 300, Pastoralism 425, Transhumance 650

Add Pastures to more Civs

  • Add pasture to Mongols, Huns, Cumans, Tatars, (Berbers?) as farm replacement

  • Mongols’ hunt bonus DOES NOT apply to pastures

Add Steppe Lancer to Huns

  • Add steppe lancer and elite steppe lancer to Huns

  • Hun Steppe Lancer +1 pierce armor OR +5-10 HP

  • Remove knight line

Thoughts?

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Similar things have been discussed over and over here.There is even a topic about splitting turks.

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Sorry, I am now seeing the Nomadic Civ discussion from March…

@ModeratorAoE I think this post can be merged with Nomadic update ideas

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Oh yay the threads are finally merged

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I don’t believe it’s true that giving pastures to other civs by default would make them overpowered. Additionally that’s why I added ways to potentially balance the pasture

Khitans are still very good, reducing their pasture capability slightly would not be that big of a hit to them. If they are relying solely on pastures to win, then there’s a different problem.

As was said, giving Steppe civs more of an identity.

My hope going forward based on the current trend is that civs in AOE2 become more distinct both visually and in practice then other civs while maintaining balance. This would be a step in that direction!

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this is a step away from the core identity of aoe2: civs are similar, with few and/or small difference.

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Khitans are meant to have a better food eco and be balanced around it, the others aren’t.

Not hard to see what happens if you give pastures to others. Neither can the others get the current pastures, nor can Khitan pastures be nerfed any further.

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Yep. Pasture need to be a reskinned farm if the building is extended to more civs.

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Honestly, if that’s the only way to do it I am down to just have pasture as a piece of steppe “architecture set” if need be. Can someone explain it to me like I’m 5 why this pasture addition would not work? Spirit of the Law literally tested generic pastures as being pretty on par with farms… so what’s the big deal?

My guess is that it’s supposed to be a unique building, like the feitoria or folwark. Giving folwark to Teutons or Lithuanians could be possible but defeats the UB purpose

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oh so a caravanseri situation

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Because he ignored

  1. The wood saving parts of not requiring to build mill.
  2. The advantage of getting slow tickle of 3 or 4 food instead of waiting for 10/13/20 food to be dropped off.
  3. Pasture is better than generic farms in both food collection and wood consumption. So simply lumberjacks and farmers are working faster. This needs to be balanced out by adding nerfs to other areas.
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I’m me way would be for some civs to lack Transhumance

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Hear what your saying but settlements and caravanseri belong to just a handful of civs and it works!

Couple of responses:

  1. Wood cost is currently 5 less wood per villager (assuming 2 villagers) Could you up the cost to 120 then? Additionally, lock upgrades behind the mill like it already is and force that mill to be included. If you looked at the food scaling I had above it would force intentionally teching into
  2. That’s def the main advantage that’s why civs should get it, mixes up their play style a bit
  3. Generic pastures are only moderately faster and better than farms

All that said, obviously that stuff would need to be balanced before implemented

I’m not saying it can’t work, quite the contrary I’d like for that to work.
I even tried giving other civs pastures as a mod.
Problem is you’d need to rewrite all the AIs to prefer pastures over farms and that is beyond my game knowledge…

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They also have better food to wood ratio on top of not requiring mill to drop off. So maybe 125 is more to the balanced side than 120.

Which is still a buff for all the nomadic civs.

That is the talking point.

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