Isnt it what you did ? All you civ bonuses and your team bonuses are pretty good individually. I thought you tried to cancel them by using as many house bonuses as possible on a civ that cannot build houses.
Mills provide 125% additional food
Demolition ships +50% hp
Transport ships +5 carry capacity and 2x hp
Infantry have +1/+2/+3 attack against buildings in feudal/castle/imp
Donjons instead of towers (if that counts otherwise Town centers cost -50 stone)
Castle age UT Nomad
Imperial age UT Hussite reforms
Unique unit: urumi swordsman
Team bonus: Infantry +2 LOS
Weakest Civ I can Create
Let us call this guy:
Carpathia
Shepherds work 5% faster
On Nomadic maps, the first Town Center spawns a horse
Monastery technologies are 50% cheaper
Do not need houses, but start with -100 wood
Receive +20 gold for each technology researched
Team bonus: Units resist conversion
Unique Technologies:
Nomads - Population cap is not reduced when Houses are destroyed
Hill Forts - Town Centers: +3 range
Unique unit: Didot (basically reskinned Missionary)
Tech tree: Huns
How good will this combination be:
- Non-unique Barracks units (except Men-at-Arms) available one age earlier
- Chemistry and Hand Cannoneer available in Castle Age
- Cavalier upgrade available in Castle Age
- Siege Workshop and Battering Ram available in the Feudal Age; Capped Ram upgrade available in Castle Age
- Parthian Tactics available in Castle Age
With no eco support. But let’s give it Persian tech tree so it has all eco techs.
Here’s to minimize your dark age TC uptime:
- Start with +3 villagers, -50 wood, -200 food
- Start with +1 villager, but -50 food
- Do not need houses, but start with -100 wood
- Loom can be researched instantly
- Town Center, Dock 2x hit points; work rate +5% Dark, +10% Feudal, +15% Castle, +20% Imperial Age
UTs, team bonus, tech tree whatever.
Will this civ be super weak or strong? Feel like it can go either way…
It looks super strong starting from mid castle age, with BL cavaliers + HC + halbs, but it should be hard to go there. I guess it is good on hideout/Fortress and weak on most other maps ?
As long as you dont get lamed, it is top tier. I think you start with 0F and not -50F, so you have 3.5 to 4 villagers lead in Feudal (1 to 1.5 villagers of TC time to collect 50F, then +1 villager from TC speed). And 2 more villagers during Feudal, continue outcaling afterwatd. So basically a better eco than Vikings. Putting lumbrjacks on straggler trees for 50w isnt a big deal. Instant loom is useless for this civ.
Probably obvious, not very creative, here we go:
- Gunpowder technologies are 50% cheaper.
- Gunpowder units have +25% hit points.
- Gunpowder units gain +25% attack.
- Gunpowder units have +1/+1 armor.
- Gunpowder units are 20% cheaper.
Team Bonus: Gunpowder units are created 25% faster.
Castle Age Unique Tech: Wagenburg Tactics
Imperial Age Unique Tech: Arquebus
Tech Tree: Mayans
This would start with -50 food and 50 wood (on normal starts). On games with higher starting resource amounts, it would be a fantastic start (rather dangerous early game). Otherwise, you’ll be strapped to gather food and wood and lose the effect of most of your bonuses. Effectiveness would be rather map dependent, and would rely on straggler trees.
Even though Mayans cannot convert building but they can still convert units. So this one bonus needs to be changed. All other bonus are perfect. You know what I mean.