Bayonets were not Medieval. the Bayonet was invented in the 17th century. That is Early Modern Age.
any other instances of melee hand cannoneers?
None. In fact, they were only used by specialists that were properly trained, and ready to die at anytime their gun blew up on their own faces, which happened quite regularly.
A Gunner would draw a sword or dagger, if he had to face Melee Combat, but he would most likely just run away, and his commander would let him, because training Medieval Gunners was very difficult and expensive. It was essentially the same as having an Engineering degree from an expensive College,
thanks
what are your thoughts of the Zarambuk
its kind of controversial so far
It i not Medieval, so I would not put it is.
A flail Elephant UU from the Castle, as a Ram replacement, would be a better idea.
Bsically a Ram-Elephant that is only good against buildings, but can be healed by Monks and is faster, also having no garrison ability.
for afghans i was thinking of a siege elephant with a mounted bombard cannon for their anti-building role
also, how come there are conquistadors but not Zarambuks in medieval times?
also
do i need any
more african civs?
nubians
zimbabweans
swahili
somalians
Conquistadors were from the 15th century, Zarambuks were not.
Zimbabweans
Kongolese
Swahili
Nubians
Somalis
Kanembu
Vandals
Malagasy
Hausa
Benin
Songhai
anyone of them christian (for more than just Nubian and Ethiopians using that set)???
you keep saying this like its supposed to be true, but the devs have proven that this isnāt the case pretty much throughout the entire history of the game.
i stand by what i said before. i donāt think that they are going to add more civs to the game, and if they do add them, it probably wonāt be many of them added.
Iād propose a total of 4-5 to start with and operating under a hope for the best but expecting the worst.
1 in the Americas (Mapuche is an easy consideration).
1-2 in Africa (preferably south of the Sahara)
and 1-2 in the Indian Subcontinent (Bengals and Tamils)
this gives us more coverage in areas that are āneglectedā without falling into potential pitfalls of āoh we did one expansion and focused solely on the small area over here, and weāre not going to do any further expansions, sorry if you didnāt get the representation you wantedā
Simply the east African civs can get a new Architecture Set. Even the Malian Monastery in the game does not look very mosque like. They can do the same, include a African Monastery that looks generic(not like church) and can be applied to all East Africans: Nubian, Ethiopian and Somalians. The Bantu tribes will need their own Architecture Set.
But as @MatCauthon3 says if we have very less civs to choose from then we might not need a new Architecture. It should be prioritised on South Americans.
Id be really happy with one more african civi and 2 south asian civis.
i think it would be more logical to separate them into Christian and Islamic so the Ethiopians can have their church and we can make a separate mosque
@JonOli12
idea for frontline archer
so i made the tlaxcalan team bonus to be universal infantry techs and bonuses affect foot archers
this includes things like squires and arson, the armor blacksmith techs, celtic faster infantry bonus, viking chieftains UT, etc.
this does not include the attack blacksmith techs (since they affect cavalry, and also, giving archers melee damage? unless thereās a way to work around that), besrkergang, supplies (as it only affects the militia line) etc.
there is one problem
i think adding damage to infantry (as a universal upgrade) adds melee damage, and if its too hard to work around that then it should not be a team bonus
made my tamil civ v2 idea, i chose a different format, please let me know how you feel about it!
it seems the midgame is OP, suggestions?
About exclusive unit special abilities, which I would like to see in Age of Empires 2 DE: expansions
Mapuches
Toqui: ācourageā allied units (and their own) add + 2 (or +3) attack against enemy units, while those are in Toquiās line of sight. (I donāt think it is difficult for developers, given that some units have extra attack vs other units - it would only be necessary to work how to turn this latent ability on and off when they are close to or away from the Toqui (UU). Note: Ability not accumulative , that is, if more than 1 Toqui is close to the unit it will have no extra attack accumulation.
Mississippians
Xama (warrior priest): attack enemy units and be able to heal allied units (and your own), alternatively of course. When you are healing you cannot attack and vice versa.
???
Poisoning: I donāt know what civilization this skill could be used for. But this would work as follows - after attacking with the unit that has this ability, the enemy would continue to lose HP (-1hp / second), even if that attack has ceased (Maximum loss after the attack ceases - 5 or 6 HP). note: this attack must be from units with ranged attack (archers).
taino blowguns could have poison affect
If this civilization gains strength, it would be an excellent idea. It would actually match this civilization. I would not know if it would also serve the Tarascans or another new African civilization (I am not aware if they used blowguns or poison). But I would very much like an exclusive unit with this type of attack and skill.
Primary Regions where Poisoned Weapons were used intensively:
- Caribs/Muisca
- Burma/Chin/Assam
- Sub Saharan West Africa (Area between Cameroon-Togo)
Kongolese and Polynesians used poisoned weapons too.