Purely for fun speculation on future civ additions for AOE2 DE

The Swiss would play very differently from the Teutons with more of a focus on Pikemen and mercenaries, in contrast to the bulky, defensive-oriented strategies their northern neighbors employed. The Croatians here are specifically based on the independent kingdom from 925 to 1102, with only slight reference to their period under the Hungarian crown. At the Croatians’ height, the Hungarians were arch-rivals of theirs. They would also have better infantry, better navy, worse cavalry archers, and Mediterranean architecture instead of the Eastern European set. Even when Hungary ruled over Croatia, the kingdom was still culturally pretty autonomous. Saying the Croatians are covered by the Magyars is comparable to saying the Teutons are already covered by the Franks or the Tatars are already covered by the Mongols.

The rate would be very slow, quite a bit moreso than the Feitorias. Monasteries can be easily destroyed anyway, so dealing with the Georgians would be comparable to ensuring a Lithuanian opponent doesn’t preserve their Monasteries. The Georgians’ excellent late game is at least partially offset by their poor early game that basically forces them to go for a Fast Castle strategy. Even the Monastery bonus is offset somewhat by the civilization’s lack of Guilds, a technology that allows other factions to catch up to their Post-Imperial gold generation more easily.

This game has been about representative civis rather than each country or ethnic group.Goths were always the filler for slavic countries till they added slavs.And yes the devs ruined this concept by adding later civs like tatars and cumans which are basically mongols or mongol subjects.
Teutons cover HRE so swiss frisians saxons all are coverd in one umbrella civi.

Ongarelli, instead of the Wends, they could just add the Poles as a Civilisation to represent Bohemians, Moravia, etc.

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A few more unique scenario editor units could help in this regard and we can let modders take it up.

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Yes, on the whole I agree. There are quite a few European civs already, and even though I really want more use of infantry (Swiss with pikes could be cool!), I think more civs from Africa, Asia and the Americas would be good. Making umbrella civs like the Teutons etc. is probably the only manageable way to approach it, even though we loose some opportunities because of it. Maybe, reworking umbrella civs to include more of the fine detail of the included civs (like Swiss) could be a better middle ground?

Next one: The Bantu.
Archer and Infantry civilization

  • Foot Archers move 15% faster.
  • All Units (Except Villagers and Scouts) cost -15% food.
  • Fortified Wall upgrade and Heated Shot are free.
  • Ships can be garrisoned in Docks.
    Team Bonus: Warships +4 attack vs buildings.
    Unique Unit: Adargueiro (80 food, 50 gold): A fast moving infantry with huge armor against Siege attacks and can build military bulidings (Only Barrack, Stable and Archery Range). Strong vs Archers, Eagle warriors, Buildings adn Siege Weapons, Weak vs Infantry and Cavalry.
    Stats:
  • Hitponts: 55, 75 for elite.
  • Attack: 9, 12 for elite.
  • Attack Bonuses: +4 (+6) vs Eagle Warriors, +3 (+4) vs Standard Building, +6 (+8) vs Siege Weapons.
  • Rate of fire: 2,04,
  • Armor: 0/2,1/4 for elite.
  • Armor Classes: Infantry, Unique Unit.
  • Speed: 1,4.
  • Line of Sight: 5, 6 for elite.
  • Training Time: 15, 12 for elite.
    Upgrade to Elite: 600 food, 800 gold (40 seconds).
    Unique Techs:
    Dhow Navy: Galleys +1 range and +1 attack, Warships are created 40% faster (300 food, 500 wood) (CA)
    Fidalgos: Destroyed buildings spawns 5 Swordsmen or Archers (NOT works if you intentionally destroys that), Unlocks Castles, Towers and Siege Workshops for Adargueiros, and Adarguieros build 40% faster. (900 wood, 900 gold) (IA)
    Wonder: The Great Enclosure.
    Campaign: Possible one about the Swahili Sultanates.

Tech Tree:
Barracks: No Eagle Warrior.
Archery Range: No Heavy Cavalry Archer, Hand Cannoner and Parthian Tactics.
Stable: No Hussar, Paladin and Husbandry.
Siege Worskshop: No Siege Onager, Heavy Scorpion and Bombard Cannon.
Dock: No Shipwright and Heavy Demolition Ship.
Monastery: No Atonement, No Theocracy, No Ilumination.
Blacksmith: No Plate Barding Armor.
University: No Siege Engineers.
No Two-man Saw, No Crop Rotation.

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I do not think having a Bantu civ would be good. Specially when you could have a Kongolese and a Swahili civs, both of which are Bantu descendant groups. Another problem with Bantu is that people would immediatly expect Zulus, which does not fit the time period at all.

Both Adargueiros and Fidalgos are portuguese words and traditions, and Dhows are Arab ships, not native to Africa, or the majorly land-locked Bantu, at all.

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I think those two civs would be fun concepts. Would cover North America a bit.

Iroquois

Architecture set : North American

  • Starting with an Eagle Warrior

  • Lumberjacks do not need storage points (alternativelly Lumberjacks hold 10 wood more if too strong)

  • Siege weapon technologies are 50% cheaper

  • Houses cost 15% less wood

Team bonus : Team members can build councils

Council : military building in which the unique unit can be built, costs stone and wood, no attack

Unique unit Tomahawk Warrior: Infantry unit with range that quickly throws two axes. Few hitpoints, average attack strength. (Can cut trees)

Unique Castle age technology: Confederation: Unique units of all team members cost 5% less and are built faster in councils

Unique Imperial age technology: Forest Prowlers: Eagle warriors are 15% faster and regenerate their life points

Design idea : A Mesoamerican siege civ with a team focus flair. Would probably also have access to a very generic hand cannoneer, an unicum for a Meso civ. Would heavily focus on raiding. The wood bonus warranties a strong economy

History : The Haudenosaunee are a powerful North East Native American confederacy which origins some suppose can be traced back to 1450. Some say their origins can be traced back even further in the past though this is questionable. The civ would represent all Iroquoian speaking people.

https://en.wikipedia.org/wiki/Iroquois

Mississippians

Architecture set : North American

  • Starting with an Eagle Warrior

  • Farms are smaller and cheaper, but have less hitpoints and less food

  • 30% of the stone cost of castles and towers is converted to wood

  • Eagle warrior line automatically researched

Team Bonus : Eagle Warriors have +2 range of sight

Unique unit : Cahokia archer: archer with high hitpoints and attack bonus against buildings. Slow fire rate. Easily massable.
Unique Castle Age technology : Mounds: Castles can train infantry units and garrison siege weapons (regenerate health there too)
Unique Imperial Age Technology Warrior Priests: Eagle warriors are cheaper

Design idea : A Mesoamerican economic civ which focuses on cheap easily massable defenses. This civ would probably lack keeps, hoardings and architecture.

History : Mississippians were a Mound building Native American culture. Cahokia is the most impressive heritage they left. Probably would speak Caddo.

Various pictures:

Architecture set:

Cahokia :

Iroquois Longhouse:

Other Native contenders are Mapuche, Chimu, Pueblo, Muisca, Tupi, Taino.

Also a few African civs (Kongolese, Swahili, Zimbabweans, Nigerians, Yoruba, Songhay, Kanembu,…) would be nice to have.

Possible new African architecture set:

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I wrote up an idea for the Pueblo a while ago, I did some research on them in college and thought they’d make a cool native american civ.

The Pueblo

Anti-Monk, Archer Civilization.

The Pueblo, once known as the Anasazi (literally: ‘ancient enemy’ in Navajo), were a civilization of farmers and city-builders, known the most for their sprawling cliff dwellings and massive geoglyphs.

During their time they controlled vast stretches of the American southwest, building huge complexes of stone and sprawling road systems that facilitated trade as far south as modern Panama. While much of their history has been lost, following their emigration from the area due to ecological changes in the area, many traces of their unique and distinctive style can still be found, hidden away in the vast and barren deserts of Arizona.

Civ Bonuses

Stone Lasts +25% Longer. - (the Pueblo would ship huge sandstone blocks from great distances to produce their massive cities and dwellings. Some buildings had over 700 rooms.)

+10% Population Capacity. - Instead of starting with 5 population capacity, they start with 5.5, which is rounded up to 6. At 100, they instead have 110. And at 200, they have 220.

Isolated farms produce more food. - Farm food production increased the further they are from other farms. Adjacent farms produce standard food, and gain +33% food production (per second) per tile away from adjacent farms, to a maximum of +100% food production (per second). Functionally, farms at least one farm-width from other farms will be harvested twice as fast, halving the number of villagers required to sustain food production. However, total food density will remain unchanged, and it will require careful(non-t90) farm placement to maximize the benefit. (The Pueblo were very adept at living at high altitudes and far from sources of water, using skillfully-made irrigation systems to sustain small independent farms far from water sources)

Free Heresy. - (In the ~1300s, they Pueblo people experienced a massive religious shift following the change in the local ecosystems. They believed it was a result of their spiritual elders abusing their power, and so burned almost the entirety of their existing religious structure in massive fires.)

Unique Units

  1. Cliff Palace: Replacement for Castles. Constructed into a huge overhang, they can only fire in a single direction, but also can only be damaged from that direction. It can be rotated in the same way as Gates. (Units can only garrison from the damageable side, to prevent invincible king shelters at the edge of the map.)

  1. Sandâaru: Weak, very cheap, fast-firing archer.
    Cost: 10 Wood, 20 gold
    Health: 15(20)
    Attack: 2(4)
    Range: 4(5)
    Attack Speed: 1.2
    Armor: 0/0
    Movement Speed: 1
    +1 Infantry Damage (minimum damage to infantry of 2).

Unique Technologies

  1. Chaco Roads: Trade Units also produce wood. All units move 5% faster. - (Due to their distance from significant sources of quality lumber, the Pueblo would trade great distances to acquire wood to produce their houses and various goods. As a part of this, they created a massive road system spanning much of their area of the country.)

  2. Geoglyphs: All relics produce -50% gold. - The Pueblo constructed vast ‘geoglyphs’, stones placed over thousands of feet, to depict animals and people so large as to only be visible from the sky. The reason for their creation remains a mystery.

The Pueblo combine masses of cheap archers with large amounts of heavy fortifications. Their unique unit is carefully balanced to be able to take precise amounts of damage in the Castle and Imperial ages, while remaining weak and easily spammable. In keeping with their anti-religious bent, they lack most Monastary techs, and while they do get Heresy for free, their focus on cheap units mitigates its power.

As a mesoamerican civ, they do not have horse units available.

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How exactly do these things work? I have trouble wrapping my head around a building that can’t be damaged at all from one particular side. It would make far more sense if one side was vulnerable to damage while the other three were better armored. Also, perhaps they could be more useful if built literally on or alongside cliffs?

AOE2 civs take inspiration of some people of warriors form different time periods, kingdoms or empires of the same culture and langauage (Saracens use the Mamluk, fro the Ayubbids and the same Mamluk Sultanate, the Boyar is a title for the rulers of the several Slavic factions like the Rus, Serbia and even Bulgaria,etc…)

But still all from the Fall of the Roman Empire all the way till 1517, which does not include the Zulus at all.

That’s because Zulus are out of the timefrime and I’mnot sore why do you keep mentioning them

That is what I thought you were mentioning. If you want to design a Bantu civ, better start with a successor group, than a have mangled mantle civ, like the Saracens.

Next one: The Georgians
Cavalry civilization

  • Skirmisher fire 25% faster.
  • Masonry and Architecture are free.
  • Cavalry technologies are 20% cheaper.
  • Economic Technologies no longer cost food.
    Team Bonus: Economic Technologies are researched 50% faster.
    Unique Unit: Monaspa (80 food, 50 gold): Heavy Cavalry resistant to arrows. Strong vs Archers and Cavalry Archers, weak vs Pikemen and Camel Rider.
    Stats:
  • Hitpoints: 100, 130 for elite.
  • Attack: 12 14 for elite.
  • Attack Bonuses: +5 (+7) vs Archers, +3 (+4) vs Cavalry Archers.
  • Rate of Fire: 2,0
  • Armor: 0/3 (1/5) for elite
  • Armor Classes: Cavalry, Unique Unit.
  • Speed: 1,4.
  • Line of Sight: 6, 7 for elite.
  • Training Time: 16, 13 for elite.
  • Upgrade to elite: 1300 food 1000 gold (35 seconds).
    Unique Techs:
  • Patronqmoba: Spearman and Skirmishers train 80% faster, Each new Town Center provides 4 villagers. (250 food, 300 gold) (CA).
  • Aznauri nobility: Cavalry deals trample damage. (1300 food 900 gold) (IA).
    Wonder: Svetitskhoveli Cathedral.
    Campaign: David the Builder.
    Tech Tree:
  • Barracks:No Champion, No eagle Warrior.
  • Archery Range: No Arbalest, No Hand Cannoner and Parthian Tactics.
  • Stable: No Camel, No Battle Elephant and Steppe Lancer.
  • Siege Workshop: No Capped Ram, No Onager, No Bombard Cannon.
  • Dock: No Fast Fire Ship, No Heavy Demolition Ship, No Elite Cannon Galleon, No Dry Dock.
  • Monastery: No Faith.
  • Blacksimth: No Plate Mail Armor.
  • University: No Bombard Towers, No Siege Engineers, No Arrowslits.
  • No Guilds.
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Basically it would have have an impenetrable barrier on three sides. If you tried to attack it units would have to path around until they’re able to hit it from the vulnerable side.

BUT, it also couldn’t shoot in those directions either, so you’d have to carefully plan where it’s pointed.

So, for example, you could place it facing AWAY from your enemies towards your farms. It couldn’t shoot at attacking enemies, but it could defend your farms from raiders while being impervious to long-ranged siege. Or you could place it facing sideways to your enemy but facing towards your intended battlefield, so they can’t easily destroy it without going into the very place you want to fight.

Just look at the picture of the cliff palace; attacking that from behind would be impossible, because there’s a giant cliff there!

Depending on where you build the cliff palace, it sounds like you could make yourself invincible. Imagine walling yourself with those things and ensuring the damageable side is not exposed at all from the front.

Yes, it is a bad idea, and the engine would not even support directional armour/vulnerability.

If you think about it, that’s not ever gonna be possible.

IE, if you built four of them facing each other, you could just shoot across one to hit another. If you build two in a corner, just park on the side of one and shoot the other.

The only way it would be possible is if they literally built castles all the way across the map, which given that castles cost 650 stone, would cost, what, 10400 stone on a tiny map? That’s never, ever going to happen. And if it does, the player who did it had such a massive resource advantage they could have won anyway, so it’s just trolling.

Don’t see why not. Maybe not in the HD version, but we’ve got a whole new animal in DE, who knows what’s possible. Silly argument anyway, we’re bluesky daydreaming here.

But how precisely? I get the deal with their UU, but since you didn’t precise the whole tech tree (besides lack of cav) we don’t know what other “cheap units” they can produce…