Ave,
the devs had asked at the release of the last patch to please post ideas and suggestions to further develop the game, while assuring that in the future would be guaranteed to take care of the game and there will be more patches (I think, but no more than one per year).
I’ve had a bit of time in the last few days to think about how to make the game better, without the technical improvements (pathfinding for example) or expansions (new civs/skins) mentioned a lot.
But something that is much less complex in terms of programming.
It occurred to me that it would make sense to give each civ a new technology to specialize it more and create more interesting attractions, even in multiplayer.
Let’s look in Age2 - there is from the castle age to develop this technology in the castle:
Following the example, I made the effort to think up a technology for each civ also similarly.
In Age1, these technologies could be available in the government building from the Bronze Age.
I have tried to emphasize strengths even more and/or to cushion glaring weaknesses somewhat and/or to push civs more into a certain role (for example, aggressor/defender/supporter). I also did some historical research, so that the abilities also make sense historically, at least in a broader sense. To be honest, it wasn’t that easy.
To the costs I still say in advance that I am no mathematician the development costs more or less estimated. So forgive me if something should be too expensive or cheap in your opinion.
I am curious about what you say and am of course totally open to alternative or better suggestions.
One more request - please also write if you find something good. Usually it is so that most people only write what they find crap and the rest remains unmentioned. Do not misunderstand, I do not take it personally. But then you ask yourself: “And what about the other suggestions? Are they good or just less crap?”
SPECIAL TECHNOLOGIES:
Egyptian
Team bonus (one-time ability):
- all allies receive 10 gold for each villager.
Costs: 600 wood, 800 food
Assyrians
“Scourge of Nations”:
- for each building destroyed, the player receives 10 gold.
Costs: 400 food, 300 gold
Babylonians
“Marduk Theology”:
- for each Babylonian priest killed, you receive 25 gold and 20 stones.
Costs: 300 food, 400 gold
Greeks:
“Hellenism” (one-time ability):
- each villager becomes an academy unit (all stats are reduced by 50%).
Costs: 600 food, 700 gold
Hittites:
“Fire Devil”:
- archers do +3 more damage to buildings
Costs: 350 food, 400 gold
Carthaginians:
“Thalassocracy”:
- warships (except fire galleys) deal +4 damage
Costs: 400 wood, 250 gold
Macedonians:
“Atheism”:
- units and buildings are unconvertible. You also receive 100 gold for each enemy temple destroyed.
Costs: 600 food, 700 gold
Minoans:
“Ionian Community”:
- each Minoan house and village center now houses 8 units instead of 4
- team bonus: Training times of units and villagers are reduced by 20%.
Costs: 800 food, 400 gold
Palmyrians:
“Date Exports”:
- Field workers convert a quarter of food into gold.
Costs: 300 food, 400 gold
Persians:
“Enemies Like Grass”:
- cavalry deals 50% more damage against archer units.
Costs: 400 food, 300 gold.
Phoenicians:
“Ancient Egyptian Etymology”:
- Improved and composite archers cost wood, instead of gold.
Costs: 200 wood, 250 gold
Romans:
“Conscription”:
- production time of barracks units reduced by 20%.
Costs: 400 food, 600 gold.
Shang:
“Human Sacrifice”:
- receive 5 gold for each villager removed, 20 gold for each enemy villager killed.
Costs: 400 food, 600 gold
Sumerians:
“Temple Economy”:
- for each temple or government building, fields are 20% cheaper.
Costs: 300 wood, 600 food
Yamato:
“Agile Warriors”:
- short swordsmen and archers have +3 armor against penetration.
Cost: 300 food, 300 gold
Thank you and many greetings.