Some "new" cards for ancient civilizations

For the regular sets, European cards and US cards.

New Changes

  • Warrior
    6 warriors can be levied at TC multiple times, similar to militiamen levy.
    The effect of Alarm Ceremony is changed into strengthening their attack and shortening the cooldown.

  • Capitol
    All civilizations have an equivalent building to the capitol. Immigrants, Strangers’ Quarters, Blockade, Spies, Legendary Native Warriors and Exalted Natives have to be researched at there.
    The capital will start to generate 3 EXP per second.
    European civs having a capitol can research Levy and Conscription multiple times.
    Asian civs having a capitol can research Sentry Uprising/Revolt and Town/City Defense multiple times.
    American civs having a capitol can strengthen warriors and spawn additional warriors.
    African civs having a capitol can reduce the cost of levied spearmen/bowmen/gunners.

  • Consulate
    Cannot receive the ally’s associated bonus when the consulate is lost, until it is rebuild.

  • Fish Trap
    Cost 200 wood and able to be build by fishing boats.
    Up to 4 fishing boats can work on it at a time. Cannot be used by military ships.

  • Natives, Outlaws and Mercenaries
    Their basic trained time -40%.
    The native TPs can automatically slowly train a small squad (25% of the limit) of their warriors at no cost. (Still allow the regular way to train.)
    Some related mercenaries can be trained at taverns and saloons after researching church card techs.

  • Envoy
    Become a unbeatable hero, up to 1, having the short LoS.
    Similar to a hot air balloon, it cannot attack, accept damage and construct, able to move and scout only.

  • Bandit Catamaran
    Renames the Marathan catamaran “bandit catamaran”. Remove the association with the Marathas.
    Sets them as same position and quality as canoes, so they are not able to train units anymore.

New Units

  • Composite Bow Archer
    Archaic Ottoman archer unit, available at barracks in the Commerce Age, costing only 65 wood, firing quickly but having the shorter range than regular crossbowman.

  • Chassuer
    French and Russian guard-level light cavalry unit, available at stables in the Industrial Age, similar to a skirmisher on horseback, moving fast, good against infantry and cavalry but very expensive, low HP and weak against the artillery.

  • Green Jacket
    British guard-level skirmisher unit, available at barracks after shipping a particular card in the Industrial Age only , similar to a longbowman with rifles, having longer range and slower rate of fire, also benefited by the Yeomen.

New Cards

Remove Irregulars and British Immigrants from Ottoman and US deck.

Exploration Age:

  • Monroe Doctrine (US)(Team)
    Revolution and revolutionary cards cost 50% off. Multiple revolution players are allowable.

  • Portuguese Immigrants (US)(300 wood)
    Ships 4 fishing boats, making fishing boats cheaper by 20% and trained faster by 40%.

  • Scottish Immigrants (US)(150 coin)
    Ships 1 homestead wagon, making the estates constructable in any age and the settlers gathering coin from the estates 10% faster.

  • Colonial Colleges (British, US)
    Ships 200 EXP of book collections for every 3 existing settlers.

  • Free Burghers (Dutch)
    Make the settlers cheaper by 30%.

  • King’s Daughters (French)
    Ships 1 female settler for every 3 minutes of the game time (up to 30 minutes).
    Turns all Coureurs des Bois into male settlers. Settlers can be trained at TC.
    The construction limit of settlers is 90 and the construction limit of Coureurs des Bois becomes 20.

  • Corrida de toros (Spanish)
    Ships 2 settlers and 2 cows.

  • Zihgir (Ottomans)
    All archer units cost cheaper by 5 wood and fire faster by 10%.

Commerce Age:

  • Exiled Criminal (Europeans)(250 coin)
    Ships a small squad of the local outlaws and 1 Tavern wagon.

  • Zollverein (Germans)
    Ships 1 Market wagon. EXP can be bought and sale at Market.

  • Cossack Fortress (Russians)
    Cossacks can be trained at Blockhouse. Each Blockhouse will spawn 1 Cossack once.

  • Patronato System (Spanish), Padroado System (Portuguese)
    Ships 1 Church wagon. The EXP trickle of Church +150%. The techs of Church cost -50%.

  • Flight Archery (Ottomans)
    Cavalry archers +3 range and Composite bow archers +4 range.

Fortress Age:

  • Letter of Marque (All)
    Privateers can be trained at dock, up to 4.

  • Guerrilla (All)(500 food)
    Explorers and Generals +100% HP, gaining the mounting mode and able to receive the shipments.

  • English Immigrants (US)(200 food)
    Every existing house spawn 1 settler once.

  • Kutuzov Reform (Russians)(500 coin)
    Ships 5 Chassuers. Chassuers can be trained in the Fortress Age.

  • Governor of Macau (Portuguese)(500 coin)
    Ships 9 Cannoneers. Cannoneers can be trained at taverns and explorers.

  • Line Infantry (Swedes)(500 coin)
    Turns all existing crossbowmen into skirmishers. The skirmishers can be automatically upgraded at every age up.

  • Wheellock (Swedes)(500 coin)
    The light cavalry get +0.5x multiplier against cavalry. The dragoons can be automatically upgraded at every age up.

  • Timariots (Ottomans) (500 coin)
    Spahis use -1 pop. Every shipments of Spahi cards will add 1 Spahi more.

Industrial Age:

  • Nationalism (Europeans)
    Revolution will cost no gold. Receives 1500 EXP immediately after completing the revolution.

  • Baker Rifle (British)(2000 coin)
    Turns all existing longbowmen into Green Jackets.
    Green Jackets can be trained at forts and barracks. Longbowmen cannot be trained anymore.

  • Royal Netherlands East Indies Army “KNIL” (Dutch)(2000 coin)
    Ships 15 Highlanders. Make training mercenaries cheaper by 10%.
    Swiss Pikemen, Highlanders, Black Riders and Jaegers can be trained at taverns and forts.

  • French Foreign Legion (French)(2000 coin)
    Ships 15 Fusiliers. Make training mercenaries cheaper by 10%.
    Swiss Pikemen, Fusiliers, Zouaves and Napoleon Guns can be trained at taverns and forts.

  • Hohenfriedberg Marsch (Germans)(2000 coin)
    Ships 12 dragoons and 8 grenadiers. Dragoons can be trained at stables and forts.
    Grenadiers can be trained at artillery foundries and forts, upgraded veteran free and +10% moving speed.

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