Actually there won’t be new civs in AoE2 in forever.
I suggest caution, adding more civ would make aoe2 balancing nightmare especially if their playstyle would be unique.
Half of the fun of adding more civs, is precisely shaking the Meta, and making them play uniquely.
But it would be blance to nightmare only that new civ. If the rest of the game is alredy balance the addition of a new civ should not altere others’ state unless they add a new unit line like steppe lancer for mongols. Balancing a pack of 3 or 4 civs shouldn’t take more than 3 patches
Not how it works. No element is balanced in a vacuum. To figure out if a civ is balanced, you have to account how it interacts with the other 35.
I know but the title of this thread made it sound like the devs were planning to add new civs with patches.
Of course you judge balance according to how the rest of them interact with this hypothethical new civ. But if you release a broken civ then just nerf, tweak or even totally redesign it , there’s no need to touch all the rest, which are in a supposedly optimal state. What would be gamebreaking is, let’s say, a new archer line upgrade available to several civs.
I should of read the thread further but was tired lol
Hi guys, I know that there are a few single posts out there about new civilizations, but I wanted to start a discussion on multiple ideas in one place.
I have an idea of my own. By the way, I don’t expect these to be included in the game, as I think 35 is enough. Never the less, it is fun and interesting to through about good ideas.
Post one of your own below if you like, and comment on what you think about my idea.
Pruépecha/Tarascan Civilisation
A Mesopotamian civilisation that lived in modern central/northwest Mexico.
Their capital was Tzintzuntzan (“the place of the hummingbirds”). They farmed and fished and has a thriving and artistic culture. They were skilled weavers and loved to use hummingbird feathers as decorations. They were skilled metallurgists and created well fashioned gold, silver and copper artefacts and most notably metal tools.
They established themselves at the Lake Pátzcuaro, from which the King ruled his empire of about 45,000 square miles. With the rise and expansion of the Aztec Empire to the southeast, a war between the two people groups began and lasted for several decades (1460-1520). The Pruépecha seemed to have had the upper and successfully halted the Aztec expansion in its tracks.
Civilization Bonuses
Pruépechan pottery was outstanding and central to their highly skilled crafting culture.
Villagers carry +10 food
The Pruépechan people were fierce warriors and defended against the Aztecs, halting their expansion for years, until the Spanish arrived and defeated the Aztecs.
Spearmen +2 damage
Spearmen and archers move 15% faster
The Oromies and Matlatzincas people groups were driven from their lands be the expanding Aztec empire. They were allowed to settle in Tarascan lands and in return fought as part of the effort to defend the boarders.
A free garrisoned unit for ever barracks and archery range built.
Team Bonus and Unique Unit
Open to suggestions! (Though an option for unique unit is below)
Castle and Imperial Age Unique Technologies
La Huacana (the city from which they mined copper, which they used for alloys.)
Baracks units +1 damage and +1 armour
Not sure yet for the second… could be linked to the story of princess Eréndira
The story of princess Eréndira is based on tradition and may or may not have happened as described, nevertheless, she is an important regional symbol of indigenous resistance to the Spanish conquest. Princess Eréndira led a war against the Spanish invaders and managed to kill a Spanish horseman. She used her stolen horse to teach others how to ride into battle. Create Xolotl Warriors? The hype is real!
In steam, I have a lot of mok civ Tech Trees. Let me know if you want some examples.
Yes sure. Post your favorite one, or two. That would be great! Have you got any historical background info?
I did research for all of them.
Tibetans
Monk civilization
-Barracks: No Tracking or Halberdier.
-Archery Range: No Arbalest, Hand Canonneer, or Parthian Tactics
-Stables: Scout line has no upgrades, Knight line upgrades only to Cavalier, has Camel but no upgrade. Lacks Bloodlines and Husbandry.
-Siege Workshop: No Bombard.
-Monastery: No Heresy.
-Docks: No Shipwright, Galleon, Cannon Galleon, or Fast Fireship.
-Blacksmith: No Blast Furnace.
-University: No Guard Tower, Keep, or Bombard Tower.
-Economy: Full upgrades.
UU:
Dharmapala- Inexpensive Light Cavalry/Monk hybrid unit with an attack bonus vs other UUs. Can Heal but not Convert. Can benefit from Fervour and Sanctity upgrades.
UTs:
-Walled Stupa: Monastaries get a ranged attack, and can benefit from Hoardings (Castle Age UT, Hoardings needs to be researched first, which also needs Imperial Age)
-Gongkhang Armouries: Knight line units cost no Gold to train.
Civ bonuses:
-Garrisoned Monks can fire arrows.
-Cavalry get +0/+1 armour per Age, starting in Feudal Age.
-Monks regenerate Faith 50% faster.
Team Bonus:
-Stone Walls have +1/+0 Armour.
Thoughts: It was brought to my attention that Tibet was actually known for it’s heavy lamellar armoured cavalry, that was very effective against ranged combatants. However, Tibet is a very mountanous region, and horsemanship is much more viable in open plains.
The military culture revolved a lot around sacred weapons, specially Swords, and that Monastaries would often keep sacred armouries that were distributed to those deemed worthy among the local population, in case of war. Therefore, I reasoned that Tibet should have decent and cheaply trained Heavy Cavalry, but not to the point that it could resemble something like the Franks or the Huns.
Trash Cavaliers and a Trash UU, would make their gameplay more unique, while at the same time giving them viability in the lategame. For this, they trade a lot of Cavalry upgrades, even Blast Furnace, but would also have the most cost effective Heavy Cavalry in the game, just not to the point that they should overcome dedicated Cavalry civs.
I gave their Cavalry Archer the Ring Archer Armour upgrade, instead of Parthian Tactics, as it would be boring to have another case of Mongol-Hun mirror Cav Archer line. Parthians were also used to open plains battles, rather than mountanous terrain, so their Tactics would not make much sense in Tibet. Tibetans still would have respectable Heavy Cavalry Archer by the lategame, to round out their Trash Cavalry lines, and provide a good Wood and Gold sink.
Please comment, as it would be much appreciated.
1 Feb @ 10:50am - In Age of Empires II: Definitive Edition General Discussions
You know, they could easily milk this game out of another 3 expansions.
For example:
-The Warlords: Iroquois (Amerindian Infantry and Siege civ), Tarrasques (Amerindian Cavalry civ), Mississipi (Amerindian Monk and Defensive civ), Jurchens (Asian Knight civ).
-Empires of Silk and Spice: Kongolese (Infantry civ), Swahili (Trade and Naval civ), Thais (SEAsian Gunpowder civ, Cannon Elephants), Tamils/Odyias (Sout Indian Infantry/Archer and Light Cavalry civ).
-Mountain Kings: Swiss (Western European Infantry and Defensive civ), Georgians (Cavalry civ), Tibetans (Knight and Monk civ).
Tamils
Infantry and naval civ
-Barracks: full upgrades
-Archery Range: full upgrades and roster, except Heavy Cavalry Archer
-Stables: Scout can upgrade all the way to Hussar, Knights have no upgrades, gets Battle Elephant but no Elite upgrade, no Camels
-Siege Workhop: Rams have no upgrades, but all other options are available
-Docks: full upgrades and roster
-Monastary: no Heresy and Sanctity
-University: no Heated Shot
-Economy: No Gold Shaft Mining
-UU: Urumi Swordsman, an Infantry unit that deals trample damage, with poor pierce armour but a lot of melee armour. Very good vs lategame trash units.
Unique Upgrades:
-Misore Rockets: Archer line units and Towers (not Castles) deal an extra 5 damage vs ships
-Cavalry Battleaxe: +3 damage to Scout line units
Civ Bonuses:
-Ship Upgrades 20% faster
-Infantry +2 melee armour
-Bombard Tower and Cannon Galleon upgrads free (requires Chemistry)
Team Bonus:
-Ships have +3 melee armour
Tell me what you think.
Nice, I like it! Thais cannon elephants would be brutal and obviously would cost a lot.
The Tibetans would obviously be strong in early castle age with their monks. They might need something for imperial age because by that time it’s almost impossible to micro monks effectively, but I like the idea and it’s always good to include new thing to the game.
That’s what I wanted with the Pruépecha. Using spearmen early on with extra damage could be very effective. I also thought they could get a garrison building (holds 10) that does not shoot arrows (as that doesn’t exist yet, except Khmer houses). It could serve as a drop of point for any resource and look like a short tower and cost 100w and 25s. Maybe their imp unique tech would be that shoot arrows (only with small range).
But why is this thread in the “Report a bug” section?
lol, don’t know. Can it be moved?
You can ask a mod I guess (like @anon63664082)
Thanks for the flag and the ping. Moved.
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