Siam Civ Design

Mientras dormía me puse a pensar habilidades y mecánicas especiales para los monjes exploradores de Siam.
Doy mis ideas y aclaro que son solo de inspiración

Siam comienza con un monje budista capaz de explorar y curar unidades, por cada edad que avances obtendrás uno extra, hasta un máximo de 5.
Estos monjes no tienen la capacidad de destruir o atacar, su función es diferente al resto de exploradores.
Pueden construir puestos comerciales, centros urbanos, monasterios y un edificio único que es la Estupa (explicaciones del edificio mas abajo)
Al perder uno pueden ser llamados al monasterio o rescatado en el mapa.

  • Una de sus habilidades es dormir a los guardianes de tesoros y quedarse con su tesoro sin necesidad de matarlos, entre mas guardianes vea mas tardará en recargar la habilidad. Los guardianes sin tesoros al despertar se volverán hostiles hacia todos los jugadores (como los lobos, osos, jaguares de AoEIIDE).
  • Habilidad pasiva, se cura lentamente mientras esté inactivo.
  • Habilidad pasiva, monjes tienden a potenciarse entre ellos, estos tienen mayor vida y mayor nivel de curación entre mas monjes dentro de un área.
    1 monje cura a 4 :heart:/s.
    2 monjes cura a 6 :heart: /s.
    3 monjes cura a 8 :heart: /s.
    4 monjes cura a 10 :heart: /s.
    5 monjes cura a 12 :heart: /s.
  • Habilidad pasiva, Las unidades enemigas atacan mas lento dentro del área de los monjes, -0.20

La estupa es un edificio hecho para contener reliquias budistas y punto de peregrinación en la vida real.
mi idea es darle un uso de potenciador. Tener una estupa cerca de un edificio hará que esta tenga mayor resistencia y que brinde un goteo de exportación similar al de un aldeano. Esto incentiva a construir casas (entre otros edificios) alrededor de una estupa.
Por otra parte tiene la misma habilidad pasiva que los monjes, las unidades enemigas atacan mas lento dentro del área de la estupa -0.20.
Puedes tener hasta 6 estupas, los beneficios de área no se acumulan.
Los edificios dentro del área de una estupa obtienen una calcomanía de buda (similar a los edificios con el griot)

1 Like

Las Estupas son básicamente las Chedi del Monasterio en el OP. (Mejor dicho, Chedi es el término local para una variante de Stupa siames.)

No son mala idea, probablemente más original de lo que yo propuse en esa tecnología, probablemente adopte la idea para hacer los Chedi más originales y que encajen mejor en todo el diseño de la civ.

En cuanto a las habilidades del Monje, no estoy del todo seguro de que se pueda moddear lo de que duerma al enemigo. Si es hecho por los devs ni un drama, pero es algo a tener en cuenta.

1 Like

a sí, si es para un mod puedes usar la habilidad de los emires que hacen que los guardias de tesoro se ataquen entre si. Yo con mis ideas no quise mesclar monjes con la domesticación de animales ni con monjes guerreros, no tengo ni idea si en el antiguo Siam los monjes budistas se lo permitían, o si llevaban una vida vegetariana y que no mataban ni una mosca.
Tendría que leer algún libro sobre el budismo Siames y Tailandes.

Could I use … “sexy” to describe the idea about Foreign Advisor from Consulate ? Similar to Japanese Daimyos, these “yeungcheungs(plural form of 洋腸, the slang means Caucasian foreign experts from the Europe or America)” might work well for battlefield-support purpose, particularly when they can train consulate artilleries right next to the frontline :laughing::laughing::laughing::+1::+1::+1:

1 Like

Got rid of the Coconut Plantation and replaced its role with the Chedi, which also incorporates many of the ideas of @IvanZvania

I feel like it makes the civ design more cohesive and clean.

I don’t like the mechanics of monk heroes and wonders, but this is a problem of the design of Asian civilizations, so I won’t argue much here.

Regardless, focusing on pets is a fresh take, so good job! Maybe make the hero automatically free to spawn Macaques since it has no combat abilities.

Economy units who die by themselves are a bit off-endearing to me personally. It might be fun enough to make them a unit simply like Settler Wagons.

  • Cost: 150 food, 150 wood, 100 coins
  • Population: 3
  • Efficiency: Three times that of villagers.
  • Limit: 1 + number of existing TCs.
  • Trained at: TC or Store House.

Better export exchange rates are probably unnecessary, as it may be more useful to increase the trickle of exports in other ways.

If the player changes the Consulate ally, will the old Foreign Advisor continue to exist? I don’t think it should continue to exist, as it would break the limit of having only one ally at a time.

I wish Foreign Advisor could be a hero unit besides the initial hero.

  • After forming a relation with an ally, the Consulate will automatically spawn the Foreign Advisor from the ally.
  • It trickles 0.09 export/s. It can get export bounties when it defeats enemy units and buildings.
  • Once it’s knocked down, it can automatically respawn from the Consulate after a while, like African heroes.
  • After ending the relation, it will automatically disappear.

Also, it doesn’t have to be able to “train” Consulate armies, otherwise it would mean Siamese have up to 2 consulates, one of which is even mobile, however the Consulate is not a kind of biulding that requires a lot. Maybe make Foreign Advisor has the option buttons that decides whether the Consulate armies appear from the Consulate or from the Foreign Advisor.

I’m not sure make the Chedi like the Livestock Pen is a reasonable design. The Chedi seems should be more like a Monastery than a Livestock Pen in my opinion.

I hope you can still introduce Coconut Plantations in other ways. You allow it to be gathered by pets, which is a very interesting design and also in line with the theme of this civ that makes pets more used. Also, it would be beautiful, visually enriching the base.

If I were to do the design, I might have the Coconut Plantation be a Livestock Pen with 10 slots, up to 1 or 2, and villagers and pets (not only Macaques) could gather XP or export there too (there’re option buttons to choose). Then, Having cards can ship Plantation Rickshaws to increase the limit of Coconut Plantation.

Discuss military units later.

Im not sure if this is what you intended, but there aren’t any archaic units. The army would rely too much on coins, which I don’t think would be a good design.

The information I have found is that the term Ātthamāt (wiki) refers to a kind of dual swords, so it may be similar to the current Rajput in image, and Kong Saeng seems to be some kind of unit that uses a shield and a special polearm, somewhat similar to the melee Pavisier.

Maybe let Kong Saeng be the archaic hand heavy infantry, and let Ātthamāt be the tough hand shock infantry or Rodelero-like hand heavy infantry and cost coins and use 2 pop. If you want to emphasize more that Ātthamāt is as powerful and cool as it is in pop culture, maybe make it can only be shipped from the home city instead.

Kingsman can be a decent musketeer with a ranged attack multiplier against cavalry, but the preset trickshot ability is an unnecessary gimmick in my opinion.

In any case, light infantry is needed here. Even Swedes have Crossbowmen. Maybe consider introducing a kind of archaic bowman unit.

The Siamese of course have to have melee elephants. But according to the design of the Indians, the powerful elephant unit cannot be accessed until the Fortress Age. This means that the civ has no cavalry available until then. Even with Barracks having hand shock infantry, I still worry about it.

I would expect at least a hand horseman unit here. It doesn’t have to be pretty strong, and can use 1 pop and even cost food and wood instead of food and coins to be different from the Ātthamāt, but it needs to be trainable in Commerce Age.

The bonding design of elephant units and halberdier units feels like a superfluous gimmick. And this civilization already has at least 3 type of anti-cavalry unit (Kong Saeng, Kingsman, and the ranged elephant unit), so it seems that this halberdier unit is not needed. I understand it’s based on a royal lifeguard protecting elephants, but there should be other simpler designs for them.

I saw the information in the link you provided stated that “Some sources claim that ‘Ātthamāt’ was a lifeguard. They were Chatulangkhabāt, guardians who protected the feet of the royal statue, the king’s transport. They were commando soldiers.” Maybe we can Let “Chatulangkhabāt” be a card that improves Ātthamāts and makes them even stronger when there are elephant units nearby.

(Honestly, having the Atthamāt as a Rodelero-like unit may help protect the elephants more than as hand shock infantry, and will allow the horseman to have more decent stats. However this also make this civ have as much as 4 anti-cavalry unless the Kingsman’s range attack no more has the multiplier against cavalry.)

The Elephant Musketeer may be fine, but the name can be misleading, giving the impression that it is a gunpowder ranged heavy cavalry. But it will also be interesting if it is that kind of unit by the way. If that’s the case, I would expect Elephant Musketeer to be a strong ranged heavy cavalry good at anti-artillery. Then, maybe introduce an cheap anti-cavalry light cavalry elephant unit, such as Elephant Archer, costing food and wood and using only 4 pop to be different from the Kingsman.

Why can Krom Khlōn use grenades? Is there any historical reference for this? They seemed to use pistols at close range. How about just simply make them counter-skirmishers (the type Schiavone belongs to) with a high multiplier against buildings?

Gatling Elephant looks cool! I can imagine it’s a powerful monster using a lot of population.


Maybe this type of scout-like lancers can help :joy::joy::joy:

In my view, these four types of cav-strikers can go for different specifications: Kingsmen goes for musketeer-line as usual(or extra bonus against mercenaries and natives can be added like Maigadi), Kong Saeng goes for dopplesoldner-role with extra bonus against other heavy infantries(some anti-cav bonus will be sacrificed, but will be in a few amount), the “halberdiers” align more to pikemen, while bigger anti-artillery bonus can be added for the musket elephants.

Not only for their mechanics, but also for the rich history and culture Asia has.

1 Like

This is true in fact I’m curious about the culture and traditions and history of Asia, they are very ancient and complex civilizations.
Speaking of aoe3 well they are just beautiful to use.

2 Likes

If we’re doing this, I think they should add the USA to the consulate of the Japanese too, then. Maybe shift the Ironclad from Portugal to the US. It would make a lot of sense, with the whole Commodore Perry expedition and all.

1 Like

Good idea, for Portuguese Consulate will provide a battleship instead :+1::+1::+1:

I understand. So I stated “unless the Kingsman’s range attack no more has the multiplier against cavalry”, which means it is acceptavle to make the Kingsman a typical musketeer rather than a Carolean, and I also stated “expect Elephant Musketeer to be a strong ranged heavy cavalry good at anti-artillery”.

However, Kong Saeng has to be a typical archaic hand heavy infantry specialized against cavalry, at most with different stats between different stances like Pavisier. It can be a powerful with high food and wood costs.

Anyway, if we really want the Chatulangkhabāt as a coin-costing heavy infantry unit in thee game (even though we already know they might actually be part of the Atthamāt), they still should be trainable at Barracks instead of having to train elephants first to get them, otherwise it means high hidden costs and trouble when you need them urgently.

So, why not just make Atthamāt a Rodelero-like heavy infantrty and make “Chatulangkhabāt” a card that strengthens them to present the historical reference. Being Rodelero-like will have decent speed and melee resistance, which is quite helpful in protecting elephants from heavy infantry and light cavalry. If we still want the Atthamāt to be a hand shock intantry, the Chatulangkhabāt at Barracks will still better be the Rodelero-like unit.


That’s why I prefer the second option, for it allows them to gain attack bonus against other heavy infantries, making Kong Saeng concentrate on anti-cavalry role :thailand::grin::grin::grin: