There have been a bunch of more or less crazy suggestions for North American civilisations.
Also people often mix up the timelines too much and start adding civilisations that are like 1700 or later.
I want to preset all of those civilisations how they were before they directly met Europeans.
Regional Units and Buildings
Falcon Warrior
This is the North American version for the Eagle Warrior.
It behaves more like the Scout line.
It especially performs worse against ranged units with only having 0/1/2 Pierce Armour in Feudal/Castle/Imperial Age.
Build at the barracks.
All North American civilisation start with a Falcon Scout.
Proposed Stats
Name | Falcon Scout | Falcon Warrior | Elite Falcon Warrior |
---|---|---|---|
Cost | 50F 30G | 50F 30G | 50F 30G |
Training Time | 40s | 35s | 30s |
Hit points | 50 | 60 | 70 |
Attack | 4 | 6 | 9 |
Rate of Fire | 2 | 2 | 2 |
vs. Monks | 6 | 8 | 10 |
vs. Siege | 2 | 4 | 6 |
Armour | 0/0 | 0/1 | 0/2 |
Armour class | Infantry | Infantry | Infantry |
Eagle Warrior (-2) | Eagle Warrior (-1) | Eagle Warrior | |
Speed | 1.1 | 1.15 | 1.2 |
Line of Sight | 5 → 6 | 6 | 6 |
Ability | Cannot be converted before 8 seconds | Cannot be converted before 8 seconds | Cannot be converted before 8 seconds |
The Falcon Warrior line has -2/-1/0 Eagle Warrior Amour for the Feudal/Castle/Imperial Age version and is there for very vulnerable to Infantry in the early game.
The also have 2 Pierce Armour less then the Eagle Warrior line in every age.
Mantlet
Based on the AoE3 unit.
Infantry siege unit that throws torches at a relatively short range.
Good pierce armour and a lot more HP then most siege units.
Low base damage but bonus against Archers and Buildings.
Build at the Siege Workshop. Does not replace any existing siege units.
They benefit from Infantry upgrades from the Blacksmith and the Barracks (Squires and Arson) but they also take bonus damage from anti Infantry units.
They are also healed by Monks and not repaired by villagers.
They also benefit from Ballistics.
Proposed Stats
Name | Mantlet | Elite Mantlet |
---|---|---|
Cost | 150W 50G | 150W 50G |
Training Time | 30s | 30s |
Hit Points | 150 | 200 |
Attack (melee) | 5 | 6 |
vs. Building | 8 | 10 |
vs. Archers | 6 | 8 |
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 |
Technologies | Infantry Techs | from Blacksmith |
They do bonus damage against Building not Standard Building, that’s a difference.
With Arson they do extra damage against Standard Building though.
Therefor they are not useful against Walls or Castles and Masonry plus Architecture noticeably reduces their damage.
They also benefit from Siege Engineers but only the Muscogee have access to this technology.
They work naturally well together with Spearman since they can cover each others weaknesses.
Fortified Palisade
- Replaces both Stone Wall and Palisade
- Costs 3 Wood 1 Stone
- 500 HP
- Armour 4/8
- Construction time 8 Seconds
- Can be upgraded to 1000 HP and 6/10 Armour in Castle Age
Fortress
- Replaces the Castle
- Kind of a 4x4 Tile version of the Krepost
- Researchers all Castle technologies and trains all Castle units.
- Costs 350 Stone 200 Wood
- 3000 HP
- 10 Base damage
- 8 Range (other then the Kreposts 7)
- Is affected from the Hoardings technology.
Common things
- No access to Stable or any Cavalry upgrades
- No Gunpowder units
- Very limited Dock techtree
- Limited Siege Workshop
Haudenosaunee
The Iroquois League only formed around 1450 but the people lived in that area for a much longer time.
They are an Infantry Civilisation.
Bonuses
- Lumberjacks produce 25% Food on top of Wood
- Barracks Technologies have twice the effect (They can’t research supplies)
- Mantlets attack 33% faster
Team Bonus
- Buildings +2 Line of Sight
Unique Technologies
Castle Age
- Longhouses heal nearby units by 20HP per Minute
- Works like the Hindustani Caravanserai but that does a full 60HP per second for Trade Carts
Imperial Age
- Tomahawk Thrower, Mantlet and Falcon Warrior cost -10 Gold
- 50 → 40 Gold, 50 → 40 Gold, 30 → 20 Gold
Unique Unit and Building
Tomahawk Thrower
- Ranged Infantry
- Does Melee damage
- Attack bonus against Infantry
Proposed stats
Name | Tomahawk Thrower | Elite Tomahawk Thrower |
---|---|---|
Cost | 30F 50G | 30F 50G |
Training Time | 15s | 15s |
Hit Points | 50 | 60 |
Attack (melee) | 5 | 6 |
vs. Infantry | 5 | 6 |
vs. Eagle Warrior | 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 |
The Tomahawk Thrower has a larger range then all the other ranged Infantry but doesn’t have good damage. They are mostly useful against infantry but also surprisingly good against buildings thanks to the +4 attack they get from Arson instead of just +2.
Longhouse
- Replaces the House
- Houses 15 Population
- Takes up 2x4 tiles
- Costs 100 Wood
Yes I know that’s worse then a normal house but it’s there to balance out that Lumberjacks produce food.
Important missing technologies
- Siege Engineers (Makes Mantlet weaker)
- Ring Archer Armour
- Arbalester
- Thumb Ring
- Supplies
Thoughts
The Haudenosaunee have a strong economic bonus (with a small debuff because their houses cost more) so they are naturally strong in early game.
They benefit double from the Castle Age Infantry technologies Arson and Squires so their infantry is the fastest in the game, even faster then Celtic Infantry. The Woad Raider is still faster then everything but the Haudenosaunee Elite Falcon Warrior. Their Falcon Warriors are pretty weak though but still useful for raiding.
Their Archers are bad so they can’t even really use Skirmishers. Instead they have to rely on Mantlets for that task. Mantlets have one less range then Tomahawks so they work well to catch arrow fire.
Early game
Their eco bonus should be relatively strong despite having to pay more for houses.
Their military bonus only kick in in Castle Age so they can open with Archers in Feudal but they can’t really transition into Crossbows since they are missing Thumb Ring.
Not sure if a Falcon Warrior rush is viable since they have less speed, attack and HP then Scouts for a similar price.
Castle Age
Their military bonuses are the strongest in Castle Age where Infantry get +20% speed and +4 attack against buildings.
Adding Mantlets to an attack is probably a good idea because they benefit from Infantry upgrades. You probably want Ballistics though.
They can put early pressure on buildings while not being as vulnerable to melee attacks as other siege units. With the 20% speed boost they are also not that slow.
Tomahawks are surprisingly fast and can be used for raiding but require a Fortress (The Castle replacement building).
Late game
Their unique technology reduces the Gold cost of some units so they don’t have to transition to trash units that quickly.
Their Trash options are not that good since their Skirmishers miss a lot of upgrades and they obviously don’t have access to the Scout line.
Their Halberdiers are faster and do more siege damage but that won’t help that much.
Muscogee
Those people have lived in the South-East of North America for centuries before the arrival of the Europeans.
They are an Defensive Archer Civilisation.
Bonuses
- Berries last 50% longer
- Buildings have +2/+4/+6 Building Armour in Feudal/Castle/Imperial Age
- Buildings have +1/+2/+3 Standard Building Armour in Feudal/Castle/Imperial Age
- Villagers can garrison in Barracks and Archers range. +10% production speed for every garrisoned villager.
Team Bonus
- Recruited Bowman available at Town Centre
Unique Technologies
Castle Age
- Falcon Warrior regenerates 60HP per Minute
Imperial Age
- Archer units and buildings +1 attack +1 range
- Basically a 4th blacksmith upgrade
Unique Unit
Javelin Thrower
- Archer that is good against cavalry
- Does more damage the close the enemy gets (if possible)
- Weak to other archers
Proposed stats
Name | Javelin Thrower | Elite Javelin Thrower |
---|---|---|
Cost | 30W 40G | 30W 40G |
Training Time | 15s | 15s |
Hit Points | 40 | 50 |
Attack (pierce) | 6 → 3 | 8 → 4 |
vs. Cavalry | 6 → 3 | 8 → 4 |
vs. Camel | 5 → 2 | 7 → 3 |
vs. Elephant | 5 → 2 | 7 → 3 |
Rate of Fire | 2 | 2 |
Range | 4 | 4 |
Armour | 0/0 | 0/0 |
Armour class | Archer | Archer |
Speed | 0.96 | 0.96 |
Line of Sight | 7 | 8 |
Ability | Attacks are stronger | if enemy is closer |
Holds a javelin in both hands and does not have a shield to make clear it’s not a Skirmisher.
Recruited Bowman
- Vulnerable Archer that can quickly be trained at the Town Centre
- Does bonus damage to all Infantry instead of just Spearman
- Does bonus damage to Siege
- Overall stats are close to Feudal Age Archer
- Only available starting Castle Age
Proposed stats
Name | Recruited Bowman |
---|---|
Age | Castle Age |
Trained at | Town Centre |
Cost | 50F 20W |
Training Time | 12.5s |
Hit Points | 30 |
Attack (pierce) | 4 |
vs. Infantry | 3 |
vs. Siege Weapon | 3 |
Rate of Fire | 2 |
Range | 4 |
Accuracy | 65% |
Armour | 0/0 |
Armour class | Archer |
Speed | 0.96 |
Line of Sight | 6 |
Ability | Adds a flat 2.5 DPS to building like a villager |
They become available to all allies too. They benefit from all technologies and civilisation bonuses that benefit both Archers and Skirmishers but not those that only benefit Archers or Skirmishers.
Since they only have 30HP and no amour they are a lot more fragile then Elite Skirmishers. They also cost more resources overall.
Since they have one less range then Crossbows and Elite Skirmishers they are extra vulnerable to enemy Skirmishers since they position themselves in the front line.
Their role for the Muscogee is it to defend them from high Pierce Armour Infantry like Huskarls or Eagle Warriors and also help against Siege weapons too.
Though they easily die to all ranged siege. Mantlets are better for that task.
Their stats might look decent for early Castle Age but they are not worth wasting Town Centre work time for.
Important missing technologies
- Plate Mail Armour
- Ring Archer Armour
- Squires
Thoughts
The fact that their Berries last longer means they can delay farms, which in return gives them more Wood in early Feudal Age that can be invested into Archers.
Their units are quit fragile in Late Game since none of them have all armour upgrades.
The archers make up for that by having more damage and range though. Their unique Javelin Throwers also have a little more HP then most archers and become more deadly closeup.
Their Mantlets are a good meat shield against enemy Skirmishers that could prove deadly for their Archer army.
Early Game
They should be rather decent at doing an Archer opening but they can also wall a little better since their buildings are more durable.
Their ability to garrison villagers in Barracks and Archery range to boot production rate makes them better at reacting but it’s not worth keeping them there in the long run since they can’t collect resources anymore. Better build more buildings.
Castle Age
They don’t have any strong Castle Age bonus so it’s probably better to play defensively.
Their unique technologies make Falcon Warriors a good raiding unit but they should avoid fights.
Late Game
They miss the last armour upgrades with both Infantry and Archers but their Archers get an additional attack upgrade which more then makes up for that.
They have two trash Archer options with the Recruited Bowman. The Recruited Bowman is better then a Persian Trashbow in most situations because they are basically two attack upgrades ahead of them giving them +1 attack and + 1 range but -1/-2 armour and -5 HP.
Their Elite Skrimishers are also excellent with +1 attack and +1 range.
Just their Halberdiers are pretty bad without Squires and missing the last armour upgrade.
Their Mantlets don’t suffer from the missing armour upgrade as much and should work as a good meat shield that can be added to a trash army.
Oceti Sakowin
They lived close to the source of the Mississippi river when the Europeans arrived in America. They encountered escaped horses before they met any Europeans themselves.
They are a “cavalry” and archer civilisation.
Bonuses
- Falcon Warrior +1/2/3 Pierce armour in Feudal/Castle/Imperial Age
- Archers move 10% faster (Including Skirmishers and mounted archers)
- Hunters generate 25% Gold on top of Food
- Town Centres spawn 2 Deer (including the first one)
- 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 Camp, Mill and Farms are constructed 100% faster
Unique Technologies
Castle Age
- Falcon Warrior +5 attack vs. Archers
- Feather Spear +5 attack vs. Cavalry (+4 .vs Camels and Elephants)
- Archer Line +2 attack vs. Infantry
Imperial Age
- Unlock Bow Rider in the Archery Range
- Trade Cart moves 10% faster (and model changes to having a horse)
- Villagers move 20% faster
Unique Units
Feather Spear
- Fast Anti cavalry Infantry
- Kind of the Eagle Warrior version of the Camel Rider
- Weak to Archers and Infantry
Proposed stats
Name | Feather Spear | Elite Feather Spear |
---|---|---|
Cost | 30F 60G | 30F 60G |
Training Time | 10s | 10s |
Hit Points | 60 | 70 |
Attack | 8 | 10 |
vs. Cavalry | 10 | 15 |
vs. Camel | 8 | 12 |
vs. Elephant | 8 | 12 |
Rate of Fire | 2 | 2 |
Armour | 0/0 | 1/0 |
Armour class | Infantry | Infantry |
Eagle Warrior | Eagle Warrior | |
Speed | 1.15 | 1.2 |
Line of Sight | 5 | 5 |
Needs the Castle Age Unique Technology to trade cost efficiently with Knights.
Because they have no base Pierce armour and the last armour upgrade is missing they are very vulnerable against archers.
They don’t have the large HP pool of Camel Riders while costing the same amount of Gold.
Bow Rider
- Needs Imperial Age Unique Technology to be unlocked
- Can be trained at the Archery Range
- Cheaper but more fragile then other Cavalry Archers
- Have bonus damage against Standard Building
Proposed stats
Name | Bow Rider |
---|---|
Cost | 50W 40G |
Training Time | 30s |
Hit Points | 60 |
Attack (pierce) | 8 |
vs. Spearman | 1 |
vs. Standard Building | 5 |
Rate of Fire | 2 |
Range | 4 |
Armour | 0/1 |
Armour class | Archer |
Cavalry Archer | |
Cavalry | |
Speed | 1.4 |
Line of Sight | 6 |
Their raw stats look pretty good but they are missing a lot of critical technologies.
Parthian Tactics, Bloodline and Husbandry are obviously not available but they move 10% faster because of the civilisation bonus.
That means they have 20HP and 1/1 armour less then a fully upgraded Heavy Cavalry Archer.
They do get Thumb Ring and all Blacksmith upgrades though.
Important missing technologies
- Plate Mail Armour
- Halberdier and Champion
- Siege Engineers
- Fortified Palisade (have normal Palisade instead)
Thoughts
They are in some ways the Huns of the new world. They focus on fast Eagle Warrior type Infantry and fast Archers.
They play very different compared to the Muscogee because they rely on mobility instead of defence.
Their Falcon Warriors are not as strong as it seems because they are missing the last Armour Upgrade basically resetting the Pierce Armour bonus to +1 which is still less then a fully upgraded Elite Eagle Warrior (without Unique Technologies).
Early Game
Not sure if starting with 2 Deer is too strong, but I’d rather take some starting food away then remove this bonus.
They can easily open with Archers with your extra Gold and their 10% movement faster movement speed is useful for micro. Since that bonus also applies to Skirmishers they can fight other Archer civilisations more effectively too.
Castle Age
Their Unique Technology is very strong. It benefits 3 of their units in different ways.
With this technology Falcon Warriors actually become a good answer to Archers.
Feather Spears cover the the Falcon Warriors cavalry weakness.
Archers can help both defend against Infantry.
They also have the option to add Mantlets if they need siege.
Late Game
Bow Riders are a lot cheaper to tech into then Cavalry Archers but they are not as strong as the Heavy Cavalry Archers of other civilisations.
They don’t have many options when gold runs out but that is somewhat made up for in team games since their traders are a little faster.
Unit and Technology names
I’m not an expert on this topic so I suggested more general names. Those names are not to be considered final at all.
Unit stats and bonuses
I can’t exactly tell how good those bonuses are. Impossible to tell without testing.
I tried being more conservative so those civilisations will probably underperformed with the current stats. The early economic bonuses might be too strong though.
I also never mentioned the cost of any technologies because that’s hard to balance without testing.
Tech Trees
I only mention importing missing technologies.
It’s hard to tell which other technologies should be missing, especially Monastery and economy upgrades.
Other thoughts
A few years ago I made a thread where I suggested new civilisations: New Civilisations to diversify old Civilisations
I was surprisingly good at guessing what civilisations they would add but surprisingly bad at guessing what bonuses they would get.