This corner is for you! Oh creative fellow community members to make the shared regional goodies for current or yet released civs to be enjoyed by all!
Let me begin:
Assegai: Regional to Southern African Civs (Swahili, Yoruba, Congolese, Zimbabweans, Beninese)
Function: The Assegai was a spear honed for throwing and stabbing so I figure: let it be both! Swapping in and out of Archer and Spear mode this 30 f/w unit can be trained at either building and the only difference between them is that they are either the skirmisher or the spear form respectively but yoy can easily swap in and out as necessary.
Their main armor type Id want to go with infantry over archer. Unlike the Bengal UU, this unit changes armor types from infantry/spear to archer. So now you can probably just stance dance your way through a fight with anti archer and archer units with micro so lets throw in a catch? The bonus damage they do as a thrower is the same type as a japanese cav archer meaning whichever form comes into play is somewhat at the mercy of skirmishers.
The big kick compared to skirms is thst this unit does get an imperial upgrade without a Vietnamese ally.
Different civs will have different upgrade limitations on this unit which you can upgrade at EITHER building to benefit both. Or the upgradea could be separate and the infantry form can be upgraded at rax and the ranged form benefits at Archery.
Salt Mines: Central/Sahara Africa (Malians, Songhay, Ghanese, possibly others like Berbers, Mossi and Kanembu) - A special mining camp replacement. Costing an extra 50w, this building is almost self sufficient. All mines within 5 tiles of it will slowly be siphoned of resources into your stockpile. No this isnt likited to 1 dropsite per gather node and villagers of course can still yearn for the mines. Gather rates are slow but mining techs can sorta help. It should take roughly 8 to 10 nodes of a resource type to fully supplement the role of a villager. On top of that!!! Up to 10 villagers can garrison inside for naturally fast healing that makes Herbal Medicine look slow (it is salt curing after all)
Pombos: Southern African civs without horses (most of the above for Assegai except maybe Yoruba)
Infantry. Armed with an easy and swift to wield knife the African runner here is a low damage dealing scout who attacks lightning fast enough so that he scores 3 hits for every 2 of your typical knight. This may not seem impressive when you have a base damage stat of 5 in Imperial age, but add some Arson and their bonus vs monks and archers and suddenly you have a unit on your hands, bonus points for they also benefit Gambesons and. Of course in Dark Age times this fast unit is a scout and his shock armor means you cant slice a boar but it does have 1 melee armor unlike other scouts. It also doesn’t have any shock damage of its own. In a world where you know what horses are but tsetse flies make them impossible to use, the idea of fast runners is not a cliche.
Obrajes: The Americas
Obrajes were textile shops set up during Spanish colonialism era. So lets turn it into a building that either repairs (heals) or changes the color of (converts) textiles. Aka this is the coveted Monk tower! It can convert and heal like any monk and the appropriate healing and conversion team bonuses, civ bonuses and monastery techs still apply. You need Murder holes to convert a unit in your minimum range and Redemption to stop siege within range or try to build on top of a building and make it your own!
No, Aztecs shouldnt be getting only 5 HP per monastery tech and possibly be the exception to monkly bonuses. Then again even if it were like 30 per tech this civ lacks Masonry anyway.
This building would be Imperial Age only becausw monk tower castle rushing sounds fair